Unity3d 坦克AI_自动寻怪,自动追击脚本参考

var Enemy_tank: GameObject;                                             //定义的坦克
 
var firepoint: Transform;                                                         //定义的开火点
 
var bullet: Rigidbody;                                                              //定义的子弹
 
var bullspeed: int=50;                                                              //定义的子弹速度
 
var attackRange = 100.0;                                                          //定义的距离
 
var target : Transform;//定义的共计目标
 
//static var value : float ;
 
private var cun_time: int=0;
 
function Start ()                                                                                 //初始化目标
 
{
 
if (target == null && GameObject.FindWithTag(“hero”))     target = GameObject.FindWithTag(“hero”).transform;
 
}
 
function Update ()
 
{
 
//Tank Fire
 
// cun_time++;
 
// if(cun_time==260)
 
// {
 
//     var clone : Rigidbody;
 
//     clone = Instantiate(bullet, firepoint.transform.position, firepoint.transform.rotation);
 
//     clone.velocity = transform.TransformDirection (Vector3.right*bullspeed);
 
//     cun_time=0;
 
//     }
 
//distance from A and B
 
//angle from A and B
 
//var targetDir = transform.position-other.position;
 
//var right = transform.right;
 
//var angle = Vector3.Angle(targetDir, right);
 
//print(“angle is =”+angle);//if (angle < 5.0)//transform.Rotate(Vector3.up*0.5);
 
//var speed = 0.1;
 
//transform.rotation =Quaternion.Slerp (from.rotation, to.rotation, Time.time * speed);
 
Enemy_tank=GameObject.Find(“Enemy_barrel”);                                                       //实例化
 
if (target == null)
 
return;
 
if (!CanSeeTarget ())
 
return;
 
// Rotate towards target
 
var targetPoint = target.position;
 
var targetRotation = Quaternion.LookRotation (targetPoint - Enemy_tank.transform.position,Vector3.up);  //求出与目标之间的角度
 
Enemy_tank.transform.rotation = Quaternion.Slerp(Enemy_tank.transform.rotation, targetRotation, Time.deltaTime * 2.0);
 
//旋转之角度与目标对齐
 
//If we are almost rotated towards target - fire one clip of ammo
 
var forward = Enemy_tank.transform.TransformDirection(Vector3.forward);
 
var targetDir =Enemy_tank.transform.position-target.position;                          //求出2者之间的距离
 
if((Vector3.Angle(forward, targetDir) <10.0)||((Vector3.Angle(forward, targetDir) >-10.0)))         //这边是自动开炮的效果
 
{
 
cun_time++;
 
if(cun_time==260)
 
{
 
var clone : Rigidbody;
 
clone = Instantiate(bullet, firepoint.transform.position, firepoint.transform.rotation);
 
clone.velocity = Enemy_tank.transform.TransformDirection (Vector3.forward*bullspeed);
 
cun_time=0;
 
}
 
}
 
if((Vector3.Distance(transform.position, target.position) < attackRange))         //发现目标而且在范围之内,开始追击目标
 
{
 
var targetPoint1 = target.position;
 
//Calculation the angle with target
 
var targetRotation1 = Quaternion.LookRotation (targetPoint1 - transform.position,Vector3.up);
 
//Rotated Itself   then make a line with target
 
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation1, Time.deltaTime * 1.0);
 
transform.Translate(Vector3.forward*0.05);
 
}
 
}
 
function CanSeeTarget (): System.Boolean                                //计算是否被发现
 
{
 
if (Vector3.Distance(transform.position, target.position) > attackRange) return false;
 
var hit : RaycastHit; if (Physics.Linecast (transform.position, target.position, hit))
 
return hit.transform == target; return false;
 
}

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