Хотел сделать атаку бота на бота но замена тего в стандартном AI скрипте непоиогает БОТЫ игрорируют друг друга. Прошу помощи а то уже заматался чтото исправлять. Заранее Благодарен!
Code
var speed = 3.0; var rotationSpeed = 5.0; var shootRange = 15.0; var attackRange = 30.0; var shootAngle = 4.0; var dontComeCloserRange = 5.0; var delayShootTime = 0.35; var pickNextWaypointDistance = 2.0; var target : Transform;
private var lastShot = -10.0;
// Make sure there is always a character controller @script RequireComponent (CharacterController)
function Start () { // Auto setup player as target through tags if (target == null && GameObject.FindWithTag("Player")) target = GameObject.FindWithTag("Player").transform;
Patrol(); }
function Patrol () { var curWayPoint = AutoWayPoint.FindClosest(transform.position); while (true) { var waypointPosition = curWayPoint.transform.position; // Are we close to a waypoint? -> pick the next one! if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance) curWayPoint = PickNextWaypoint (curWayPoint);
// Attack the player and wait until // - player is killed // - player is out of sight if (CanSeeTarget ()) yield StartCoroutine("AttackPlayer");
// Move towards our target MoveTowards(waypointPosition);
yield; } }
function CanSeeTarget () : boolean { 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; }
function Shoot () { // Start shoot animation animation.CrossFade("shoot", 0.3);
// Wait until half the animation has played yield WaitForSeconds(delayShootTime);
// Fire gun BroadcastMessage("Fire");
// Wait for the rest of the animation to finish yield WaitForSeconds(animation["shoot"].length - delayShootTime); }
function AttackPlayer () { var lastVisiblePlayerPosition = target.position; while (true) { if (CanSeeTarget ()) { // Target is dead - stop hunting if (target == null) return;
// Target is too far away - give up var distance = Vector3.Distance(transform.position, target.position); if (distance > shootRange * 3) return;
var forward = transform.TransformDirection(Vector3.forward); var targetDirection = lastVisiblePlayerPosition - transform.position; targetDirection.y = 0;
var angle = Vector3.Angle(targetDirection, forward);
// Start shooting if close and play is in sight if (distance < shootRange && angle < shootAngle) yield StartCoroutine("Shoot"); } else { yield StartCoroutine("SearchPlayer", lastVisiblePlayerPosition); // Player not visible anymore - stop attacking if (!CanSeeTarget ()) return; }
yield; } }
function SearchPlayer (position : Vector3) { // Run towards the player but after 3 seconds timeout and go back to Patroling var timeout = 3.0; while (timeout > 0.0) { MoveTowards(position);
// We found the player if (CanSeeTarget ()) return;
timeout -= Time.deltaTime; yield; } }
function RotateTowards (position : Vector3) { SendMessage("SetSpeed", 0.0);
var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.1) return;
// Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0); }
function MoveTowards (position : Vector3) { var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.5) { SendMessage("SetSpeed", 0.0); return; }
// Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
// Modify speed so we slow down when we are not facing the target var forward = transform.TransformDirection(Vector3.forward); var speedModifier = Vector3.Dot(forward, direction.normalized); speedModifier = Mathf.Clamp01(speedModifier);
// Move the character direction = forward * speed * speedModifier; GetComponent (CharacterController).SimpleMove(direction);
function PickNextWaypoint (currentWaypoint : AutoWayPoint) { // We want to find the waypoint where the character has to turn the least
// The direction in which we are walking var forward = transform.TransformDirection(Vector3.forward);
// The closer two vectors, the larger the dot product will be. var best = currentWaypoint; var bestDot = -10.0; for (var cur : AutoWayPoint in currentWaypoint.connected) { var direction = Vector3.Normalize(cur.transform.position - transform.position); var dot = Vector3.Dot(direction, forward); if (dot > bestDot && cur != currentWaypoint) { bestDot = dot; best = cur; } }
Хм, возможно проблема с тегами. Поскольку у вас таргет равен объекту с тегом "Player". Попробуйте сделать так чтобы первый бот атаковал бота с тегом Bot1 (Создайте такой), а второй бот соответственно Bot2.
Попробовал но помоему без резщультата, хотя может я чтото нето сделал. Бот перестает Атаковать и просто ходит во ВЫйпоинтам.
Code
var speed = 3.0; var rotationSpeed = 5.0; var shootRange = 15.0; var attackRange = 30.0; var shootAngle = 4.0; var dontComeCloserRange = 5.0; var delayShootTime = 0.35; var pickNextWaypointDistance = 2.0; var target : Transform;
private var lastShot = -10.0;
// Make sure there is always a character controller @script RequireComponent (CharacterController)
function Start () { // Auto setup player as target through tags if (target == null && GameObject.FindWithTag("Bot1")) target = GameObject.FindWithTag("Bot1").transform;
Patrol(); }
function Patrol () { var curWayPoint = AutoWayPoint.FindClosest(transform.position); while (true) { var waypointPosition = curWayPoint.transform.position; // Are we close to a waypoint? -> pick the next one! if (Vector3.Distance(waypointPosition, transform.position) < pickNextWaypointDistance) curWayPoint = PickNextWaypoint (curWayPoint);
// Attack the player and wait until // - player is killed // - player is out of sight if (CanSeeTarget ()) yield StartCoroutine("AttackBot1");
// Move towards our target MoveTowards(waypointPosition);
yield; } }
function CanSeeTarget () : boolean { 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; }
function Shoot () { // Start shoot animation animation.CrossFade("shoot", 0.3);
// Wait until half the animation has played yield WaitForSeconds(delayShootTime);
// Fire gun BroadcastMessage("Fire");
// Wait for the rest of the animation to finish yield WaitForSeconds(animation["shoot"].length - delayShootTime); }
function AttackBot1 () { var lastVisibleBot1Position = target.position; while (true) { if (CanSeeTarget ()) { // Target is dead - stop hunting if (target == null) return;
// Target is too far away - give up var distance = Vector3.Distance(transform.position, target.position); if (distance > shootRange * 3) return;
var forward = transform.TransformDirection(Vector3.forward); var targetDirection = lastVisibleBot1Position - transform.position; targetDirection.y = 0;
var angle = Vector3.Angle(targetDirection, forward);
// Start shooting if close and play is in sight if (distance < shootRange && angle < shootAngle) yield StartCoroutine("Shoot"); } else { yield StartCoroutine("SearchPlayer", lastVisibleBot1Position); // Player not visible anymore - stop attacking if (!CanSeeTarget ()) return; }
yield; } }
function SearchBot1 (position : Vector3) { // Run towards the player but after 3 seconds timeout and go back to Patroling var timeout = 3.0; while (timeout > 0.0) { MoveTowards(position);
// We found the player if (CanSeeTarget ()) return;
timeout -= Time.deltaTime; yield; } }
function RotateTowards (position : Vector3) { SendMessage("SetSpeed", 0.0);
var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.1) return;
// Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0); }
function MoveTowards (position : Vector3) { var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.5) { SendMessage("SetSpeed", 0.0); return; }
// Rotate towards the target transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime); transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);
// Modify speed so we slow down when we are not facing the target var forward = transform.TransformDirection(Vector3.forward); var speedModifier = Vector3.Dot(forward, direction.normalized); speedModifier = Mathf.Clamp01(speedModifier);
// Move the character direction = forward * speed * speedModifier; GetComponent (CharacterController).SimpleMove(direction);
function PickNextWaypoint (currentWaypoint : AutoWayPoint) { // We want to find the waypoint where the character has to turn the least
// The direction in which we are walking var forward = transform.TransformDirection(Vector3.forward);
// The closer two vectors, the larger the dot product will be. var best = currentWaypoint; var bestDot = -10.0; for (var cur : AutoWayPoint in currentWaypoint.connected) { var direction = Vector3.Normalize(cur.transform.position - transform.position); var dot = Vector3.Dot(direction, forward); if (dot > bestDot && cur != currentWaypoint) { bestDot = dot; best = cur; } }