示例#1
0
    // Update is called once per frame
    void Update()
    {
        Vector3 accel = Vector3.zero;

        // 集群加速度
        accel += cohesion.GetSteering(sensor.targets) * cohesionWeight;
        // 分隔加速度
        accel += separation.GetSteering(sensor.targets) * separationWeight;
        // 速度匹配加速度
        accel += velocityMatch.GetSteering(sensor.targets) * velocityMatchWeight;

        // 如果没有那些 影响, 就漫游好了
        if (accel.magnitude < 0.005f)
        {
            accel = wander.GetSteering();
        }

        // 设置刚体速度  和  朝向
        steeringBasics.Steer(accel);
        steeringBasics.LookWhereYoureGoing();
    }
示例#2
0
    // Update is called once per frame
    void FixedUpdate()
    {
        Vector3 center = new Vector3(0, 0, 0);
        float   count  = 0;

        GameObject[] drones = GameObject.FindGameObjectsWithTag("Fish");
        foreach (GameObject drone in drones)
        {
            center += drone.transform.position;
            count++;
        }
        var     theCenter = center / count;
        Vector3 velocity  = new Vector3(0, 0, 0);

        count = 0;
        foreach (GameObject drone in drones)
        {
            velocity += drone.GetComponent <Rigidbody>().velocity;
            count++;
        }

        var theVelocity = velocity / count;

        //separationOutput = separation.GetSteering();
        //avoidanceOutput = avoidance.GetSteering();
        velocityOutput = velocityMatching.GetSteering(leader.GetComponent <Rigidbody>().velocity);
        //arriveOutput = arrive.GetSteering(leader.transform.position);
        Move(separationOutput.m_linear + velocityOutput.m_linear + arriveOutput.m_linear + (3f) * avoidanceOutput.m_linear);
        if (m_droneGO.GetComponent <Rigidbody>().velocity.magnitude > m_maxSpeed)
        {
            m_droneGO.GetComponent <Rigidbody>().velocity = m_droneGO.GetComponent <Rigidbody>().velocity.normalized *m_maxSpeed;
        }

        float step = m_turnSpeed * Time.deltaTime;

        transform.rotation = Quaternion.Slerp(transform.rotation, leader.transform.rotation, Time.deltaTime * m_turnSpeed);
        //m_droneGO.GetComponent<Transform>().rotation = Quaternion.RotateTowards(transform.rotation, leader.transform.rotation , step);
    }