孙广东 2015.6.28
看了看 Unity的官方案例,就顺便看了 wayPoint相关。
效果:
WaypointProgressTracker.cs 【固定】
WaypointCircuit.cs 【固定】
using System;
using System.Collections;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityStandardAssets.Utility
{
public class WaypointCircuit : MonoBehaviour
{
public WaypointList waypointList = new WaypointList();
[SerializeField] private bool smoothRoute = true;
private int numPoints;
private Vector3[] points;
private float[] distances;
public float editorVisualisationSubsteps = 100;
public float Length { get; private set; }
public Transform[] Waypoints
{
get { return waypointList.items; }
}
// 这是在这里会保存 GC 分配
private int p0n;
private int p1n;
private int p2n;
private int p3n;
private float i;
private Vector3 P0;
private Vector3 P1;
private Vector3 P2;
private Vector3 P3;
// Use this for initialization
private void Awake()
{
if (Waypoints.Length > 1)
{
CachePositionsAndDistances();
}
numPoints = Waypoints.Length;
}
public RoutePoint GetRoutePoint(float dist)
{
// 位置和方向
Vector3 p1 = GetRoutePosition(dist);
Vector3 p2 = GetRoutePosition(dist + 0.1f);
Vector3 delta = p2 - p1;
return new RoutePoint(p1, delta.normalized);
}
public Vector3 GetRoutePosition(float dist)
{
int point = 0;
if (Length == 0)
{
Length = distances[distances.Length - 1];
}
dist = Mathf.Repeat(dist, Length);
while (distances[point] < dist)
{
++point;
}
// get nearest two points, ensuring points wrap-around start & end of circuit
// 得到最近的两个点,确保点环绕电路的开始与结束
p1n = ((point - 1) + numPoints)%numPoints;
p2n = point;
// found point numbers, now find interpolation value between the two middle points
// 发现点的数目,现在找到中间两点之间内的一个插值
i = Mathf.InverseLerp(distances[p1n], distances[p2n], dist);
if (smoothRoute)
{
// 有关两点之间的光滑catmull-rom计算。
// 获取周围的 2 点的指数,因为catmull-rom 函数要求四个点
p0n = ((point - 2) + numPoints)%numPoints;
p3n = (point + 1)%numPoints;
// 第二个点可能已经是最后的 'last' 点了 - a dupe of the first,
// (to give a value of max track distance instead of zero)
// but now it must be wrapped back to zero if that was the case.
p2n = p2n%numPoints;
P0 = points[p0n];
P1 = points[p1n];
P2 = points[p2n];
P3 = points[p3n];
return CatmullRom(P0, P1, P2, P3, i);
}
else
{
// 两个点之间的简单线性插值:
p1n = ((point - 1) + numPoints)%numPoints;
p2n = point;
return Vector3.Lerp(points[p1n], points[p2n], i);
}
}
private Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i)
{
// 这是 catmull-rom 方程
// Un-magic this, lord vector!
return 0.5f*
((2*p1) + (-p0 + p2)*i + (2*p0 - 5*p1 + 4*p2 - p3)*i*i +
(-p0 + 3*p1 - 3*p2 + p3)*i*i*i);
}
private void CachePositionsAndDistances()
{
// transfer the position of each point and distances between points to arrays for
// speed of lookup at runtime
// 在运行时查找到阵列速度点之间传输的每个点和距离的位置
points = new Vector3[Waypoints.Length + 1];
distances = new float[Waypoints.Length + 1];
float accumulateDistance = 0;
for (int i = 0; i < points.Length; ++i)
{
var t1 = Waypoints[(i)%Waypoints.Length];
var t2 = Waypoints[(i + 1)%Waypoints.Length];
if (t1 != null && t2 != null)
{
Vector3 p1 = t1.position;
Vector3 p2 = t2.position;
points[i] = Waypoints[i%Waypoints.Length].position;
distances[i] = accumulateDistance;
accumulateDistance += (p1 - p2).magnitude;
}
}
}
private void OnDrawGizmos()
{
DrawGizmos(false);
}
private void OnDrawGizmosSelected()
{
DrawGizmos(true);
}
private void DrawGizmos(bool selected)
{
waypointList.circuit = this;
if (Waypoints.Length > 1)
{
numPoints = Waypoints.Length;
CachePositionsAndDistances();
Length = distances[distances.Length - 1];
Gizmos.color = selected ? Color.yellow : new Color(1, 1, 0, 0.5f);
Vector3 prev = Waypoints[0].position;
if (smoothRoute)
{
for (float dist = 0; dist < Length; dist += Length/editorVisualisationSubsteps)
{
Vector3 next = GetRoutePosition(dist + 1);
Gizmos.DrawLine(prev, next);
prev = next;
}
Gizmos.DrawLine(prev, Waypoints[0].position);
}
else
{
for (int n = 0; n < Waypoints.Length; ++n)
{
Vector3 next = Waypoints[(n + 1)%Waypoints.Length].position;
Gizmos.DrawLine(prev, next);
prev = next;
}
}
}
}
[Serializable]
public class WaypointList
{
public WaypointCircuit circuit;
public Transform[] items = new Transform[0];
}
public struct RoutePoint
{
public Vector3 position;
public Vector3 direction;
public RoutePoint(Vector3 position, Vector3 direction)
{
this.position = position;
this.direction = direction;
}
}
}
}
/// 编辑器对 Inspector面板的定制
namespace UnityStandardAssets.Utility.Inspector
{
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof (WaypointCircuit.WaypointList))]
public class WaypointListDrawer : PropertyDrawer
{
private float lineHeight = 18;
private float spacing = 4;
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
float x = position.x;
float y = position.y;
float inspectorWidth = position.width;
// 绘制 label
// 不要缩进的子字段
var indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
var items = property.FindPropertyRelative("items");
var titles = new string[] {"Transform", "", "", ""};
var props = new string[] {"transform", "^", "v", "-"};
var widths = new float[] {.7f, .1f, .1f, .1f};
float lineHeight = 18;
bool changedLength = false;
if (items.arraySize > 0)
{
for (int i = -1; i < items.arraySize; ++i)
{
var item = items.GetArrayElementAtIndex(i);
float rowX = x;
for (int n = 0; n < props.Length; ++n)
{
float w = widths[n]*inspectorWidth;
// Calculate rects
// 计算 rects
Rect rect = new Rect(rowX, y, w, lineHeight);
rowX += w;
if (i == -1)
{
EditorGUI.LabelField(rect, titles[n]);
}
else
{
if (n == 0)
{
EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof (Transform), true);
}
else
{
if (GUI.Button(rect, props[n]))
{
switch (props[n])
{
case "-":
items.DeleteArrayElementAtIndex(i);
items.DeleteArrayElementAtIndex(i);
changedLength = true;
break;
case "v":
if (i > 0)
{
items.MoveArrayElement(i, i + 1);
}
break;
case "^":
if (i < items.arraySize - 1)
{
items.MoveArrayElement(i, i - 1);
}
break;
}
}
}
}
}
y += lineHeight + spacing;
if (changedLength)
{
break;
}
}
}
else
{
// add button
// 添加"+"按钮
var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y,
widths[widths.Length - 1]*inspectorWidth, lineHeight);
if (GUI.Button(addButtonRect, "+"))
{
items.InsertArrayElementAtIndex(items.arraySize);
}
y += lineHeight + spacing;
}
// add all button
// 添加所有按钮
var addAllButtonRect = new Rect(x, y, inspectorWidth, lineHeight);
if (GUI.Button(addAllButtonRect, "Assign using all child objects"))
{
var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit;
var children = new Transform[circuit.transform.childCount];
int n = 0;
foreach (Transform child in circuit.transform)
{
children[n++] = child;
}
Array.Sort(children, new TransformNameComparer());
circuit.waypointList.items = new Transform[children.Length];
for (n = 0; n < children.Length; ++n)
{
circuit.waypointList.items[n] = children[n];
}
}
y += lineHeight + spacing;
// rename all button
// 重命名所有按钮
var renameButtonRect = new Rect(x, y, inspectorWidth, lineHeight);
if (GUI.Button(renameButtonRect, "Auto Rename numerically from this order"))
{
var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit;
int n = 0;
foreach (Transform child in circuit.waypointList.items)
{
child.name = "Waypoint " + (n++).ToString("000");
}
}
y += lineHeight + spacing;
// Set indent back to what it was
// 设置缩进
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
SerializedProperty items = property.FindPropertyRelative("items");
float lineAndSpace = lineHeight + spacing;
return 40 + (items.arraySize*lineAndSpace) + lineAndSpace;
}
// comparer for check distances in ray cast hits
// 比较器检查射线发射命中的距离
public class TransformNameComparer : IComparer
{
public int Compare(object x, object y)
{
return ((Transform) x).name.CompareTo(((Transform) y).name);
}
}
}
#endif
}
using System;
using UnityEngine;
namespace UnityStandardAssets.Utility
{
public class WaypointProgressTracker : MonoBehaviour
{
// 此脚本可以用于任何对象,支持沿着一条路线为标志的waypoints。
// 此脚本管理向前看沿路线的数量,并跟踪进度和圈数。
[SerializeField] private WaypointCircuit circuit; // 一个引用关于 waypoint-based 我们应该沿着的路线
[SerializeField] private float lookAheadForTargetOffset = 5;
// 我们将目标,沿着路线的偏移
[SerializeField] private float lookAheadForTargetFactor = .1f;
// 一个倍数,增加目标与沿着线路的距离,基于当前速度
[SerializeField] private float lookAheadForSpeedOffset = 10;
// 前面的偏移的唯一路线速度调整(作为waypoint目标的rotation变换)
[SerializeField] private float lookAheadForSpeedFactor = .2f;
// 一个倍数,沿着路线调整速度添加距离
[SerializeField] private ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute;
// 进度样式:是否smoothly更新位置沿着路线(好的曲线路径)或只是正常到达每个航点。
[SerializeField] private float pointToPointThreshold = 4;
// 接近waypoint的阈值,一旦达到这个值,目标将切换到下一个目标地点:只用于PointToPoint模式。
public enum ProgressStyle
{
SmoothAlongRoute,
PointToPoint,
}
// 这些是public,由其他对象读取。让一个AI知道在哪里头!
public WaypointCircuit.RoutePoint targetPoint { get; private set; }
public WaypointCircuit.RoutePoint speedPoint { get; private set; }
public WaypointCircuit.RoutePoint progressPoint { get; private set; }
public Transform target;
private float progressDistance; // 圆形(环形)路线的进展,平滑smooth模式中使用。
private int progressNum; // 当前waypoint数,点对点point-to-point模式中使用。
private Vector3 lastPosition; // 用于计算当前速度(因为我们可能没有一个刚体组件)
private float speed; // 此对象的当前速度(从最后一帧的delta计算)
// 设置脚本属性
private void Start()
{
// 我们使用transform表示目标点,这个点被认为是为即将到来的变化的速度点。这允许此信息传递给 AI 而无需进一步依赖此组件。您可以手动创建transform设置该组件 *and* AI,然后此组件将更新它,和 AI 可以阅读它。
if (target == null)
{
target = new GameObject(name + " Waypoint Target").transform;
}
Reset();
}
// 对象重置为合理的值
public void Reset()
{
progressDistance = 0;
progressNum = 0;
if (progressStyle == ProgressStyle.PointToPoint)
{
target.position = circuit.Waypoints[progressNum].position;
target.rotation = circuit.Waypoints[progressNum].rotation;
}
}
private void Update()
{
if (progressStyle == ProgressStyle.SmoothAlongRoute)
{
// 确定我们目前目标的位置 (这是不同于当前的进展位置,它是一个确定值沿着前方路线的) 我们使用 lerp 作为一种随着时间的推移速度进行平滑处理的简单方式。
if (Time.deltaTime > 0)
{
speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime,
Time.deltaTime);
}
target.position =
circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed)
.position;
target.rotation =
Quaternion.LookRotation(
circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed)
.direction);
// 得到我们的当前路线的进展
progressPoint = circuit.GetRoutePoint(progressDistance);
Vector3 progressDelta = progressPoint.position - transform.position;
if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
{
progressDistance += progressDelta.magnitude*0.5f;
}
lastPosition = transform.position;
}
else
{
// 点对点模式。 如果我们足够近,只是增加Waypoint:
Vector3 targetDelta = target.position - transform.position;
if (targetDelta.magnitude < pointToPointThreshold)
{
progressNum = (progressNum + 1)%circuit.Waypoints.Length;
}
target.position = circuit.Waypoints[progressNum].position;
target.rotation = circuit.Waypoints[progressNum].rotation;
// 得到我们的当前路线的进展
progressPoint = circuit.GetRoutePoint(progressDistance);
Vector3 progressDelta = progressPoint.position - transform.position;
if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
{
progressDistance += progressDelta.magnitude;
}
lastPosition = transform.position;
}
}
private void OnDrawGizmos()
{
if (Application.isPlaying)
{
Gizmos.color = Color.green;
Gizmos.DrawLine(transform.position, target.position);
Gizmos.DrawWireSphere(circuit.GetRoutePosition(progressDistance), 1);
Gizmos.color = Color.yellow;
Gizmos.DrawLine(target.position, target.position + target.forward);
}
}
}
}
最后: 看看Unity5的 sample中的 Car 和 飞机 的AI案例中: