我创建了一个跟随主要玩家的NPC。当玩家在NPC的某个范围内时,NPC应该根据玩家与NPC之间的距离进行行走,奔跑和攻击。 NPC附带了一个Animator,盒子对撞机,Nav Mesh Agent,Enemy Animator和Enemy Controller脚本。设置为follows,
我的问题是,如果地形上有某种草皮或蕨类植物,那么NPC不会追逐玩家。
NPC被设置为使用Nav Mesh Agent运行所有类型的地形,此外bake settings类似于图像中的。可以看到该问题的视频here。
敌方控制者的代码(尽管我怀疑这是问题)如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public enum EnemyState
{
PATROL,
CHASE,
ATTACK
}
public class EnemyController : MonoBehaviour
{
private EnemyAnimator enemy_Anim;
private NavMeshAgent navAgent;
private EnemyState enemy_State;
public float walk_Speed = 0.5f;
public float run_Speed = 4f;
public float chase_Distance = 7f;
private float current_Chase_Distance;
public float attack_Distance = 1.8f;
public float chase_After_Attack_Distance = 2f;
public float patrol_Radius_Min = 20f, patrol_Radius_Max = 60f;
public float patrol_For_This_Time = 15f;
private float patrol_Timer;
public float wait_Before_Attack = 2f;
private float attack_Timer;
private Transform target;
public GameObject attack_Point;
//private EnemyAudio enemy_Audio;
void Awake()
{
enemy_Anim = GetComponent<EnemyAnimator>();
navAgent = GetComponent<NavMeshAgent>();
target = GameObject.FindWithTag(Tags.PLAYER_TAG).transform;
// enemy_Audio = GetComponentInChildren<EnemyAudio>();
}
// Use this for initialization
void Start()
{
enemy_State = EnemyState.PATROL;
patrol_Timer = patrol_For_This_Time;
// when the enemy first gets to the player
// attack right away
attack_Timer = wait_Before_Attack;
// memorize the value of chase distance
// so that we can put it back
current_Chase_Distance = chase_Distance;
}
// Update is called once per frame
void Update()
{
if (enemy_State == EnemyState.PATROL)
{
Patrol();
}
if (enemy_State == EnemyState.CHASE)
{
Chase();
}
if (enemy_State == EnemyState.ATTACK)
{
Attack();
}
}
void Patrol()
{
// tell nav agent that he can move
navAgent.isStopped = false;
navAgent.speed = walk_Speed;
// add to the patrol timer
patrol_Timer += Time.deltaTime;
if (patrol_Timer > patrol_For_This_Time)
{
SetNewRandomDestination();
patrol_Timer = 0f;
}
if (navAgent.velocity.sqrMagnitude > 0)
{
enemy_Anim.Walk(true);
}
else
{
enemy_Anim.Walk(false);
}
// test the distance between the player and the enemy
if (Vector3.Distance(transform.position, target.position) <= chase_Distance)
{
enemy_Anim.Walk(false);
enemy_State = EnemyState.CHASE;
// play spotted audio
// enemy_Audio.Play_ScreamSound();
}
} // patrol
void Chase()
{
// enable the agent to move again
navAgent.isStopped = false;
navAgent.speed = run_Speed;
// set the player's position as the destination
// because we are chasing(running towards) the player
navAgent.SetDestination(target.position);
if (navAgent.velocity.sqrMagnitude > 0)
{
enemy_Anim.Run(true);
}
else
{
enemy_Anim.Run(false);
}
// if the distance between enemy and player is less than attack distance
if (Vector3.Distance(transform.position, target.position) <= attack_Distance)
{
// stop the animations
enemy_Anim.Run(false);
enemy_Anim.Walk(false);
enemy_State = EnemyState.ATTACK;
// reset the chase distance to previous
if (chase_Distance != current_Chase_Distance)
{
chase_Distance = current_Chase_Distance;
}
}
else if (Vector3.Distance(transform.position, target.position) > chase_Distance)
{
// player run away from enemy
// stop running
enemy_Anim.Run(false);
enemy_State = EnemyState.PATROL;
// reset the patrol timer so that the function
// can calculate the new patrol destination right away
patrol_Timer = patrol_For_This_Time;
// reset the chase distance to previous
if (chase_Distance != current_Chase_Distance)
{
chase_Distance = current_Chase_Distance;
}
} // else
} // chase
void Attack()
{
navAgent.velocity = Vector3.zero;
navAgent.isStopped = true;
attack_Timer += Time.deltaTime;
if (attack_Timer > wait_Before_Attack)
{
enemy_Anim.Attack();
attack_Timer = 0f;
// play attack sound
// enemy_Audio.Play_AttackSound();
}
if (Vector3.Distance(transform.position, target.position) > attack_Distance + chase_After_Attack_Distance)
{
enemy_State = EnemyState.CHASE;
}
} // attack
void SetNewRandomDestination()
{
float rand_Radius = Random.Range(patrol_Radius_Min, patrol_Radius_Max);
Vector3 randDir = Random.insideUnitSphere * rand_Radius;
randDir += transform.position;
NavMeshHit navHit;
NavMesh.SamplePosition(randDir, out navHit, rand_Radius, -1);
navAgent.SetDestination(navHit.position);
}
void Turn_On_AttackPoint()
{
attack_Point.SetActive(true);
}
void Turn_Off_AttackPoint()
{
if (attack_Point.activeInHierarchy)
{
attack_Point.SetActive(false);
}
}
public EnemyState Enemy_State
{
get; set;
}
} // class
如果有人可以帮助解决这个问题,我将不胜感激!