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using System;
using UnityEngine;
using Random = UnityEngine.Random;
namespace UnityStandardAssets.Vehicles.Aeroplane
{
[RequireComponent(typeof (AeroplaneController))]
public class AeroplaneAiControl : MonoBehaviour
{
// This script represents an AI 'pilot' capable of flying the plane towards a designated target.
// It sends the equivalent of the inputs that a user would send to the Aeroplane controller.
[SerializeField] private float m_RollSensitivity = .2f; // How sensitively the AI applies the roll controls
[SerializeField] private float m_PitchSensitivity = .5f; // How sensitively the AI applies the pitch controls
[SerializeField] private float m_LateralWanderDistance = 5; // The amount that the plane can wander by when heading for a target
[SerializeField] private float m_LateralWanderSpeed = 0.11f; // The speed at which the plane will wander laterally
[SerializeField] private float m_MaxClimbAngle = 45; // The maximum angle that the AI will attempt to make plane can climb at
[SerializeField] private float m_MaxRollAngle = 45; // The maximum angle that the AI will attempt to u
[SerializeField] private float m_SpeedEffect = 0.01f; // This increases the effect of the controls based on the plane's speed.
[SerializeField] private float m_TakeoffHeight = 20; // the AI will fly straight and only pitch upwards until reaching this height
[SerializeField] private Transform m_Target; // the target to fly towards
private AeroplaneController m_AeroplaneController; // The aeroplane controller that is used to move the plane
private float m_RandomPerlin; // Used for generating random point on perlin noise so that the plane will wander off path slightly
private bool m_TakenOff; // Has the plane taken off yet
// setup script properties
private void Awake()
{
// get the reference to the aeroplane controller, so we can send move input to it and read its current state.
m_AeroplaneController = GetComponent<AeroplaneController>();
// pick a random perlin starting point for lateral wandering
m_RandomPerlin = Random.Range(0f, 100f);
}
// reset the object to sensible values
public void Reset()
{
m_TakenOff = false;
}
// fixed update is called in time with the physics system update
private void FixedUpdate()
{
if (m_Target != null)
{
// make the plane wander from the path, useful for making the AI seem more human, less robotic.
Vector3 targetPos = m_Target.position +
transform.right*
(Mathf.PerlinNoise(Time.time*m_LateralWanderSpeed, m_RandomPerlin)*2 - 1)*
m_LateralWanderDistance;
// adjust the yaw and pitch towards the target
Vector3 localTarget = transform.InverseTransformPoint(targetPos);
float targetAngleYaw = Mathf.Atan2(localTarget.x, localTarget.z);
float targetAnglePitch = -Mathf.Atan2(localTarget.y, localTarget.z);
// Set the target for the planes pitch, we check later that this has not passed the maximum threshold
targetAnglePitch = Mathf.Clamp(targetAnglePitch, -m_MaxClimbAngle*Mathf.Deg2Rad,
m_MaxClimbAngle*Mathf.Deg2Rad);
// calculate the difference between current pitch and desired pitch
float changePitch = targetAnglePitch - m_AeroplaneController.PitchAngle;
// AI always applies gentle forward throttle
const float throttleInput = 0.5f;
// AI applies elevator control (pitch, rotation around x) to reach the target angle
float pitchInput = changePitch*m_PitchSensitivity;
// clamp the planes roll
float desiredRoll = Mathf.Clamp(targetAngleYaw, -m_MaxRollAngle*Mathf.Deg2Rad, m_MaxRollAngle*Mathf.Deg2Rad);
float yawInput = 0;
float rollInput = 0;
if (!m_TakenOff)
{
// If the planes altitude is above m_TakeoffHeight we class this as taken off
if (m_AeroplaneController.Altitude > m_TakeoffHeight)
{
m_TakenOff = true;
}
}
else
{
// now we have taken off to a safe height, we can use the rudder and ailerons to yaw and roll
yawInput = targetAngleYaw;
rollInput = -(m_AeroplaneController.RollAngle - desiredRoll)*m_RollSensitivity;
}
// adjust how fast the AI is changing the controls based on the speed. Faster speed = faster on the controls.
float currentSpeedEffect = 1 + (m_AeroplaneController.ForwardSpeed*m_SpeedEffect);
rollInput *= currentSpeedEffect;
pitchInput *= currentSpeedEffect;
yawInput *= currentSpeedEffect;
// pass the current input to the plane (false = because AI never uses air brakes!)
m_AeroplaneController.Move(rollInput, pitchInput, yawInput, throttleInput, false);
}
else
{
// no target set, send zeroed input to the planeW
m_AeroplaneController.Move(0, 0, 0, 0, false);
}
}
// allows other scripts to set the plane's target
public void SetTarget(Transform target)
{
m_Target = target;
}
}
}