Eve*_*ing -1 c# unity-game-engine navmesh
越过山丘时, NavmeshAgent 玩家与山坡不平行。在平面上它进展顺利。
下面是navMesh 和播放器的 图像属性https://ibb.co/fijmoV
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class SampleAgentScript : MonoBehaviour {
public Transform target ;
NavMeshAgent agent;
// private static bool start1=false , start2=false, start3;
// Use this for initialization
void Start()
{
agent = GetComponent<NavMeshAgent>();
}
void Update()
{
//if white button click moves to targer-1
agent.SetDestination(target.position);
}
}
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我不确定是否NavmeshAgent应该为你这样做。这看起来像是你应该手动完成的事情。
您可以通过执行向下的光线投射并获取击中点的法线来校正角色的旋转以匹配坡度。获得生命点的法线后,您可以使用该法线生命点计算新的旋转。有很多方法可以进行该计算,但使用Quaternion.FromToRotation和 lerping 旋转Quaternion.Lerp似乎效果最好。
最后,确保光线投射仅对您视为“山”或“地面”的对象进行。您可以通过对放置“Hill”或“Ground”对象的图层进行按位运算来完成此操作。下面的示例假设您视为“山”或“地面”的对象位于名为“山”的图层上。
//Reference of the moving GameObject that will be corrected
public GameObject movingObject;
//Offset postion from where the raycast is cast from
public Vector3 originOffset;
public float maxRayDist = 100f;
//The speed to apply the corrected slope angle
public float slopeRotChangeSpeed = 10f;
void Update()
{
//Get the object's position
Transform objTrans = movingObject.transform;
Vector3 origin = objTrans.position;
//Only register raycast consided as Hill(Can be any layer name)
int hillLayerIndex = LayerMask.NameToLayer("Hill");
//Calculate layermask to Raycast to.
int layerMask = (1 << hillLayerIndex);
RaycastHit slopeHit;
//Perform raycast from the object's position downwards
if (Physics.Raycast(origin + originOffset, Vector3.down, out slopeHit, maxRayDist, layerMask))
{
//Drawline to show the hit point
Debug.DrawLine(origin + originOffset, slopeHit.point, Color.red);
//Get slope angle from the raycast hit normal then calcuate new pos of the object
Quaternion newRot = Quaternion.FromToRotation(objTrans.up, slopeHit.normal)
* objTrans.rotation;
//Apply the rotation
objTrans.rotation = Quaternion.Lerp(objTrans.rotation, newRot,
Time.deltaTime * slopeRotChangeSpeed);
}
}
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