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AI_自动寻怪,自动追击

1,坦克自动旋转炮管,自动瞄准 2,在坦克的射程之内自动开炮 3,坦克自动向你追击

//人工智能篇 (菜鸟级,随便写写)

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;
}

本条目发布于2010年1月14日。属于未分类分类。