写在前面
第一篇:测试工具的定制
Navigation是Unity内置的寻路解决方案
场景图
1
注:蓝色的小旗是路径点。场景已经进行过烘焙,只有烘焙过的场景才能使用Navigation。
正文
- 将路径点组成一个网络进行管理
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 将路径点组成一个网络进行管理
/// </summary>
[ExecuteInEditMode]
public class AIWallpointNetWork : MonoBehaviour
{
//路径的显示类型
public enum NetWorkDisPlayMode
{
//不显示
NONE,
//所有路径点连接在一起
CONNECT,
//两个路径点组成一条路径
PATH
}
//默认状态
[HideInInspector]
public NetWorkDisPlayMode DisPlayMode = NetWorkDisPlayMode.CONNECT;
//存储路径点的列表
public List<Transform> WallPoints = new List<Transform>();
//PATH模式下的起始路径点
[HideInInspector]
public int from = 0;
//PATH模式下的目标路径点
[HideInInspector]
public int to = 1;
}
- 声明编辑器类来定制自己的寻路测试工具
注:请将该编辑器类放在Editor目录下
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework.Constraints;
using UnityEngine;
using UnityEditor;
using UnityEngine.AI;
using UnityEngine.Experimental.PlayerLoop;
/// <summary>
/// 该编辑器类定制自己的寻路测试工具
/// </summary>
[CustomEditor(typeof(AIWallpointNetWork))]
public class AIWallpointNetWorkEditor : Editor
{
//自定义属性面板
public override void OnInspectorGUI()
{
//所选目标
AIWallpointNetWork network = target as AIWallpointNetWork;
//定制枚举变量编辑器样式
network.DisPlayMode =
(AIWallpointNetWork.NetWorkDisPlayMode) EditorGUILayout.EnumPopup("DisPlayMode", network.DisPlayMode);
//只有在PATH模式下才能操作from,to
if (network.DisPlayMode == AIWallpointNetWork.NetWorkDisPlayMode.PATH)
{
//定制滑动条
network.from = EditorGUILayout.IntSlider("Start", network.from, 0, network.WallPoints.Count - 1);
network.to = EditorGUILayout.IntSlider("End", network.to, 0, network.WallPoints.Count - 1);
}
//绘制出原有默认的属性面板,当然已经声明了[HideInInspector]的字段不会被绘制,而是进行自定义绘制
DrawDefaultInspector();
}
//自定义场景显示
private void OnSceneGUI()
{
AIWallpointNetWork network = target as AIWallpointNetWork;
//给所有的路径点在场景中显示名称
for (int i = 0; i < network.WallPoints.Count; i++)
{
if (network.WallPoints[i] != null)
Handles.Label(network.WallPoints[i].transform.position, "WallPoint" + i.ToString());
}
//该数组存储所有路径点的位置信息,由于要实现环形连接,所以要加多一个长度
Vector3[] LineWallPoints = new Vector3[network.WallPoints.Count + 1];
//环形连接模式
if (network.DisPlayMode == AIWallpointNetWork.NetWorkDisPlayMode.CONNECT)
{
for (int i = 0; i <= network.WallPoints.Count; i++)
{
//最后一个值归零,也就是连接回原点
int index = i != network.WallPoints.Count ? i : 0;
if (network.WallPoints[index] != null)
{
LineWallPoints[i] = network.WallPoints[index].position;
}
else
{
LineWallPoints[i] = new Vector3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity);
}
}
//颜色定制
Handles.color = Color.yellow;
//开始绘制线条
Handles.DrawPolyLine(LineWallPoints);
}
//PATH模式下,所选的两个路经点会自动绘制出最佳路径,而不是单纯的直线连接
else
if(network.DisPlayMode == AIWallpointNetWork.NetWorkDisPlayMode.PATH)
{
//导航系统计算的路径
NavMeshPath Path = new NavMeshPath();
if (network.WallPoints[network.from] != null && network.WallPoints[network.to] != null)
{
//起始点的位置
Vector3 from = network.WallPoints[network.from].position;
//目标点的位置
Vector3 to = network.WallPoints[network.to].position;
//开始路径计算,路径点存储在corners里
NavMesh.CalculatePath(from, to, NavMesh.AllAreas, Path);
}
//颜色定制,不同模式颜色最好不一样,便于识别
Handles.color = Color.cyan;
//开始绘制路线
Handles.DrawPolyLine(Path.corners);
}
}
}
效果图
Connect模式下
Path模式下