Version: 2020.3

NavMeshAgent.CompleteOffMeshLink

매뉴얼로 전환
public void CompleteOffMeshLink ();

설명

Completes the movement on the current OffMeshLink.

The agent will move to the closest valid navmesh position on the other end of the current OffMeshLink.

CompleteOffMeshLink has no effect unless the agent is on an OffMeshLink (See Also: isOnOffMeshLink).

When autoTraverseOffMeshLink is disabled an agent will pause at an off-mesh link until this function is called. It is useful for implementing custom movement across OffMeshLinks.

using UnityEngine;
using UnityEngine.AI;
using System.Collections;

public enum OffMeshLinkMoveMethod { Teleport, NormalSpeed, Parabola }

[RequireComponent(typeof(NavMeshAgent))] public class AgentLinkMover : MonoBehaviour { public OffMeshLinkMoveMethod method = OffMeshLinkMoveMethod.Parabola; IEnumerator Start() { NavMeshAgent agent = GetComponent<NavMeshAgent>(); agent.autoTraverseOffMeshLink = false; while (true) { if (agent.isOnOffMeshLink) { if (method == OffMeshLinkMoveMethod.NormalSpeed) yield return StartCoroutine(NormalSpeed(agent)); else if (method == OffMeshLinkMoveMethod.Parabola) yield return StartCoroutine(Parabola(agent, 2.0f, 0.5f)); agent.CompleteOffMeshLink(); } yield return null; } }

IEnumerator NormalSpeed(NavMeshAgent agent) { OffMeshLinkData data = agent.currentOffMeshLinkData; Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset; while (agent.transform.position != endPos) { agent.transform.position = Vector3.MoveTowards(agent.transform.position, endPos, agent.speed * Time.deltaTime); yield return null; } }

IEnumerator Parabola(NavMeshAgent agent, float height, float duration) { OffMeshLinkData data = agent.currentOffMeshLinkData; Vector3 startPos = agent.transform.position; Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset; float normalizedTime = 0.0f; while (normalizedTime < 1.0f) { float yOffset = height * 4.0f * (normalizedTime - normalizedTime * normalizedTime); agent.transform.position = Vector3.Lerp(startPos, endPos, normalizedTime) + yOffset * Vector3.up; normalizedTime += Time.deltaTime / duration; yield return null; } } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961