private Vector3 wanderTarget; //角色目标(用于产生游荡行为) public SteeringWander(ICharacterSteerings characterSteerings) : base(characterSteerings) { wanderRadius = Random.value * 100.0f; wanderDistance = Random.value * 20.0f; wanderJitter = Random.value * 10.0f; circleTarget = new Vector3(wanderRadius * 0.707f, 0, wanderRadius * 0.707f); }
public SteeringAlignment(ICharacterSteerings characterSteerings) : base(characterSteerings) { }
public SteeringArrive(ICharacterSteerings characterSteerings) : base(characterSteerings) { }
public ISteering(ICharacterSteerings characterSteerings) { m_characterSteerings = characterSteerings; }
private int curNode = 0;//当前路点 public SteeringFollowPath(ICharacterSteerings characterSteerings) : base(characterSteerings) { sqrArriveDistance = arriveDistance * arriveDistance; init(); }
public SteeringSeek(ICharacterSteerings characterSteerings) : base(characterSteerings) { }
public SteeringEvade(ICharacterSteerings characterSteerings) : base(characterSteerings) { }
public SteeringFlee(ICharacterSteerings characterSteerings) : base(characterSteerings) { }
public SteeringPursuit(ICharacterSteerings characterSteerings) : base(characterSteerings) { }
public SteeringSeparation(ICharacterSteerings characterSteerings) : base(characterSteerings) { }
public SteeringCollisionAvoidance(ICharacterSteerings characterSteerings) : base(characterSteerings) { init(); }
public SteeringCohesion(ICharacterSteerings characterSteerings) : base(characterSteerings) { }