AI 人工智能 探索 (二)

完整被动技能代码

using UnityEngine;
using System.Collections; public class AI : MonoBehaviour
{ private Hashtable table;
void Start()
{
table = new Hashtable();
} void Update()
{ }
//离开碰撞
void OnTriggerExit(Collider other)
{
//如果消失
if (other.transform.name == otherName)
{
touch = false;
otherName = "";
}
table.Remove(other.transform.name);
StartCoroutine(Independent(0.1f));
}
//多物体碰撞 ,当移除后,必须检测已有碰撞中是否还有符合条件的
IEnumerator Independent(float i)
{
if (touch == false) //没碰
{
foreach (DictionaryEntry de in table)
{
//检测碰撞,发现导入方法
//加入
Transform transform = de.Value as Transform;
if (OnDetection(transform))
{
otherName = transform.name;
touch = true;
}
}
}
yield return new WaitForSeconds(i);//n秒执行一次 遍历,提高效率
} private bool touch = false;//和目标物体发生碰撞没有
private string otherName;//目标物体
//进入碰撞
void OnTriggerEnter(Collider other)
{
table.Add(other.transform.name, other.transform); if (this.transform.GetComponent<Attribute>().att == )
{
//测试用
print(other.transform.name);
print(table.Count);
}
if (touch == false) //没碰
{
foreach (DictionaryEntry de in table)
{
//检测碰撞,发现导入方法
//加入
Transform transform = de.Value as Transform;
if (OnDetection(transform))
{
otherName = other.transform.name;
touch = true;
}
}
}
}
//检测碰撞
bool OnDetection(Transform tr)
{
if (tr.name != transform.name)//碰点不是自己
{
//这里写方法判断逻辑
if (tr.GetComponent<Attribute>().att != this.transform.GetComponent<Attribute>().att)//不同属性对打,相同属性 不打
{
return true;
}
else
{//重新选择敌人
return false;
}
}
return false;
} //逗留碰撞
void OnTriggerStay(Collider other)
{
if (other.transform.name == otherName)
{
//检测距离
float distance = Vector3.Distance(this.transform.position, other.transform.position);//距离公式 //根据距离 发射子弹,
if (this.transform.name == "momo(Clone)001")//测试用
{
// this.transform.LookAt(other.transform);
print(this.transform.name + "发射" + otherName);
}
}
} }
using UnityEngine;
using System.Collections; public class Attribute : MonoBehaviour { public string name;
public int blood;//血
public int speed;//移动速度
public int aggressivity;//攻击力
public int att;//属性
void Start () { } void Update () { }
}
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