我的 AI 正在使用两个玩家游戏对象,计算哪个玩家更接近并靠近他,直到他靠近而不是面对他:出于某种原因,即使主机真的很远,机器人也不会跟随客户端。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Networking;
public class EnemyController : NetworkBehaviour {
public float lookRadius = 10f;
NavMeshAgent agent;
int indexOfShortest = 0;
public GameObject[] players;
// Use this for initialization
void Start () {
Debug.Log("START_HAS_ACCOMPLISHED");
agent = GetComponent<NavMeshAgent>();
}
// Update is called once per frame
void Update () {
if (!isServer)
{
return;
}
if (NetworkManager.singleton.numPlayers >= 1)
{
players = GameObject.FindGameObjectsWithTag("Players");
float[] distance = new float[NetworkManager.singleton.numPlayers];
indexOfShortest = 0;
for (int i = 0; i < distance.Length; i++)
{
distance[i] = Vector3.Distance(players[i].transform.position, transform.position);
if (i == 0)
{
indexOfShortest = 0;
}
if (i > 0 && distance[i] <= distance[i - 1])
{
indexOfShortest = i;
}
}// Calculated distance from each player
if (distance[indexOfShortest] <= lookRadius)
{
agent.isStopped = false;
agent.SetDestination(players[indexOfShortest].transform.position); //If the player is in the radius chase
if (distance[indexOfShortest] <= agent.stoppingDistance)
{
//attack target
FaceTarget();
}
}
}
}
void FaceTarget()
{
Vector3 direction = (players[indexOfShortest].transform.position - transform.position).normalized;
Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x, 0, direction.z));
transform.rotation = Quaternion.Slerp(transform.rotation,lookRotation,Time.deltaTime * 5f) ;
}
}
我的 AI 游戏对象设置
感谢您花时间帮助我