Unity3D人工智能AI-随机徘徊
发表于2018-09-05
随机徘徊,其核心就是随机,根据算法随机行动。上一篇给大家介绍了靠近功能,这篇就来介绍下人工智能AI开发中的随机徘徊功能实现。
using UnityEngine;
using System.Collections;
//pay attention that this function is quite related with frame rate
public class SteeringForWander : Steering {
public float wanderRadius;
public float wanderDistance;
public float wanderJitter;
public bool isPlanar;
//public GameObject targetIndicator;
private Vector3 desiredVelocity;
private Vehicle m_vehicle;
private float maxSpeed;
private Vector3 circleTarget;
private Vector3 wanderTarget;
void Start () {
m_vehicle = GetComponent<Vehicle>();
maxSpeed = m_vehicle.maxSpeed;
isPlanar = m_vehicle.isPlanar;
circleTarget = new Vector3(wanderRadius*0.707f, 0, wanderRadius * 0.707f);
}
public override Vector3 Force()
{
Vector3 randomDisplacement = new Vector3((Random.value-0.5f)*2*wanderJitter, (Random.value-0.5f)*2*wanderJitter,(Random.value-0.5f)*2*wanderJitter);
if (isPlanar)
randomDisplacement.y = 0;
circleTarget += randomDisplacement;
circleTarget = wanderRadius * circleTarget.normalized;
wanderTarget = m_vehicle.velocity.normalized * wanderDistance + circleTarget + transform.position;
desiredVelocity = (wanderTarget - transform.position).normalized * maxSpeed;
return (desiredVelocity - m_vehicle.velocity);
}
}
来自:https://blog.csdn.net/u013108312/article/details/52892459
