问题
As the title states this question refers to the Unity A* pathfinding project. I downloaded this package for my maze game so that the enemy's ai could navigate through the maze. So far I have followed a tutorial (link will be provided below) and everything is set up. However, I don't seem to know how to implement ray casting or another method to make the enemy patrol to a random point in a continuous loop.
A* Tutorial Link
Note: There is a problem with my current set up though, which I have no clue if it will affect your answer from working correctly.
For some reason when I run my game the enemy ai does move towards the targeted area but after a few inches it stops prematurely even thought it is far from the target's location and it is not colliding with any other objects.
Seeker Code:
using UnityEngine;
using System.Collections.Generic;
#if UNITY_5_5_OR_NEWER
using UnityEngine.Profiling;
#endif
namespace Pathfinding {
/** Handles path calls for a single unit.
* \ingroup relevant
* This is a component which is meant to be attached to a single unit (AI, Robot, Player, whatever) to handle its pathfinding calls.
* It also handles post-processing of paths using modifiers.
*
* \shadowimage{seeker_inspector.png}
*
* \see \ref calling-pathfinding
* \see \ref modifiers
*/
[AddComponentMenu("Pathfinding/Seeker")]
[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_seeker.php")]
public class Seeker : VersionedMonoBehaviour {
/** Enables drawing of the last calculated path using Gizmos.
* The path will show up in green.
*
* \see OnDrawGizmos
*/
public bool drawGizmos = true;
/** Enables drawing of the non-postprocessed path using Gizmos.
* The path will show up in orange.
*
* Requires that #drawGizmos is true.
*
* This will show the path before any post processing such as smoothing is applied.
*
* \see drawGizmos
* \see OnDrawGizmos
*/
public bool detailedGizmos;
/** Path modifier which tweaks the start and end points of a path */
[HideInInspector]
public StartEndModifier startEndModifier = new StartEndModifier();
/** The tags which the Seeker can traverse.
*
* \note This field is a bitmask.
* \see \ref bitmasks
*/
[HideInInspector]
public int traversableTags = -1;
/** Penalties for each tag.
* Tag 0 which is the default tag, will have added a penalty of tagPenalties[0].
* These should only be positive values since the A* algorithm cannot handle negative penalties.
*
* \note This array should always have a length of 32 otherwise the system will ignore it.
*
* \see Pathfinding.Path.tagPenalties
*/
[HideInInspector]
public int[] tagPenalties = new int[32];
/** Graphs that this Seeker can use.
* This field determines which graphs will be considered when searching for the start and end nodes of a path.
* It is useful in numerous situations, for example if you want to make one graph for small units and one graph for large units.
*
* This is a bitmask so if you for example want to make the agent only use graph index 3 then you can set this to:
* \code seeker.graphMask = 1 << 3; \endcode
*
* \see \ref bitmasks
*
* Note that this field only stores which graph indices that are allowed. This means that if the graphs change their ordering
* then this mask may no longer be correct.
*
* If you know the name of the graph you can set the mask like this:
* \snippet MiscSnippets.cs Masks.FromGraphName
*
* Some overloads of the #StartPath methods take a graphMask parameter. If those overloads are used then they
* will override the graph mask for that path request.
*
* \shadowimage{multiple_agents/seeker.png}
*
* \see \ref multiple-agent-types
*/
[HideInInspector]
public int graphMask = -1;
/** Callback for when a path is completed.
* Movement scripts should register to this delegate.\n
* A temporary callback can also be set when calling StartPath, but that delegate will only be called for that path
*/
public OnPathDelegate pathCallback;
/** Called before pathfinding is started */
public OnPathDelegate preProcessPath;
/** Called after a path has been calculated, right before modifiers are executed.
*/
public OnPathDelegate postProcessPath;
/** Used for drawing gizmos */
[System.NonSerialized]
List<Vector3> lastCompletedVectorPath;
/** Used for drawing gizmos */
[System.NonSerialized]
List<GraphNode> lastCompletedNodePath;
/** The current path */
[System.NonSerialized]
protected Path path;
/** Previous path. Used to draw gizmos */
[System.NonSerialized]
private Path prevPath;
/** Cached delegate to avoid allocating one every time a path is started */
private readonly OnPathDelegate onPathDelegate;
/** Temporary callback only called for the current path. This value is set by the StartPath functions */
private OnPathDelegate tmpPathCallback;
/** The path ID of the last path queried */
protected uint lastPathID;
/** Internal list of all modifiers */
readonly List<IPathModifier> modifiers = new List<IPathModifier>();
public enum ModifierPass {
PreProcess,
// An obsolete item occupied index 1 previously
PostProcess = 2,
}
public Seeker () {
onPathDelegate = OnPathComplete;
}
/** Initializes a few variables */
protected override void Awake () {
base.Awake();
startEndModifier.Awake(this);
}
/** Path that is currently being calculated or was last calculated.
* You should rarely have to use this. Instead get the path when the path callback is called.
*
* \see pathCallback
*/
public Path GetCurrentPath () {
return path;
}
/** Stop calculating the current path request.
* If this Seeker is currently calculating a path it will be canceled.
* The callback (usually to a method named OnPathComplete) will soon be called
* with a path that has the 'error' field set to true.
*
* This does not stop the character from moving, it just aborts
* the path calculation.
*
* \param pool If true then the path will be pooled when the pathfinding system is done with it.
*/
public void CancelCurrentPathRequest (bool pool = true) {
if (!IsDone()) {
path.FailWithError("Canceled by script (Seeker.CancelCurrentPathRequest)");
if (pool) {
// Make sure the path has had its reference count incremented and decremented once.
// If this is not done the system will think no pooling is used at all and will not pool the path.
// The particular object that is used as the parameter (in this case 'path') doesn't matter at all
// it just has to be *some* object.
path.Claim(path);
path.Release(path);
}
}
}
/** Cleans up some variables.
* Releases any eventually claimed paths.
* Calls OnDestroy on the #startEndModifier.
*
* \see ReleaseClaimedPath
* \see startEndModifier
*/
public void OnDestroy () {
ReleaseClaimedPath();
startEndModifier.OnDestroy(this);
}
/** Releases the path used for gizmos (if any).
* The seeker keeps the latest path claimed so it can draw gizmos.
* In some cases this might not be desireable and you want it released.
* In that case, you can call this method to release it (not that path gizmos will then not be drawn).
*
* If you didn't understand anything from the description above, you probably don't need to use this method.
*
* \see \ref pooling
*/
public void ReleaseClaimedPath () {
if (prevPath != null) {
prevPath.Release(this, true);
prevPath = null;
}
}
/** Called by modifiers to register themselves */
public void RegisterModifier (IPathModifier modifier) {
modifiers.Add(modifier);
// Sort the modifiers based on their specified order
modifiers.Sort((a, b) => a.Order.CompareTo(b.Order));
}
/** Called by modifiers when they are disabled or destroyed */
public void DeregisterModifier (IPathModifier modifier) {
modifiers.Remove(modifier);
}
/** Post Processes the path.
* This will run any modifiers attached to this GameObject on the path.
* This is identical to calling RunModifiers(ModifierPass.PostProcess, path)
* \see RunModifiers
* \since Added in 3.2
*/
public void PostProcess (Path path) {
RunModifiers(ModifierPass.PostProcess, path);
}
/** Runs modifiers on a path */
public void RunModifiers (ModifierPass pass, Path path) {
if (pass == ModifierPass.PreProcess) {
if (preProcessPath != null) preProcessPath(path);
for (int i = 0; i < modifiers.Count; i++) modifiers[i].PreProcess(path);
} else if (pass == ModifierPass.PostProcess) {
Profiler.BeginSample("Running Path Modifiers");
// Call delegates if they exist
if (postProcessPath != null) postProcessPath(path);
// Loop through all modifiers and apply post processing
for (int i = 0; i < modifiers.Count; i++) modifiers[i].Apply(path);
Profiler.EndSample();
}
}
/** Is the current path done calculating.
* Returns true if the current #path has been returned or if the #path is null.
*
* \note Do not confuse this with Pathfinding.Path.IsDone. They usually return the same value, but not always
* since the path might be completely calculated, but it has not yet been processed by the Seeker.
*
* \since Added in 3.0.8
* \version Behaviour changed in 3.2
*/
public bool IsDone () {
return path == null || path.PipelineState >= PathState.Returned;
}
/** Called when a path has completed.
* This should have been implemented as optional parameter values, but that didn't seem to work very well with delegates (the values weren't the default ones)
* \see OnPathComplete(Path,bool,bool)
*/
void OnPathComplete (Path path) {
OnPathComplete(path, true, true);
}
/** Called when a path has completed.
* Will post process it and return it by calling #tmpPathCallback and #pathCallback
*/
void OnPathComplete (Path p, bool runModifiers, bool sendCallbacks) {
if (p != null && p != path && sendCallbacks) {
return;
}
if (this == null || p == null || p != path)
return;
if (!path.error && runModifiers) {
// This will send the path for post processing to modifiers attached to this Seeker
RunModifiers(ModifierPass.PostProcess, path);
}
if (sendCallbacks) {
p.Claim(this);
lastCompletedNodePath = p.path;
lastCompletedVectorPath = p.vectorPath;
// This will send the path to the callback (if any) specified when calling StartPath
if (tmpPathCallback != null) {
tmpPathCallback(p);
}
// This will send the path to any script which has registered to the callback
if (pathCallback != null) {
pathCallback(p);
}
// Recycle the previous path to reduce the load on the GC
if (prevPath != null) {
prevPath.Release(this, true);
}
prevPath = p;
// If not drawing gizmos, then storing prevPath is quite unecessary
// So clear it and set prevPath to null
if (!drawGizmos) ReleaseClaimedPath();
}
}
/** Returns a new path instance.
* The path will be taken from the path pool if path recycling is turned on.\n
* This path can be sent to #StartPath(Path,OnPathDelegate,int) with no change, but if no change is required #StartPath(Vector3,Vector3,OnPathDelegate) does just that.
* \code
* var seeker = GetComponent<Seeker>();
* Path p = seeker.GetNewPath (transform.position, transform.position+transform.forward*100);
* // Disable heuristics on just this path for example
* p.heuristic = Heuristic.None;
* seeker.StartPath (p, OnPathComplete);
* \endcode
* \deprecated Use ABPath.Construct(start, end, null) instead.
*/
[System.Obsolete("Use ABPath.Construct(start, end, null) instead")]
public ABPath GetNewPath (Vector3 start, Vector3 end) {
// Construct a path with start and end points
return ABPath.Construct(start, end, null);
}
/** Call this function to start calculating a path.
* Since this method does not take a callback parameter, you should set the #pathCallback field before calling this method.
*
* \param start The start point of the path
* \param end The end point of the path
*/
public Path StartPath (Vector3 start, Vector3 end) {
return StartPath(start, end, null);
}
/** Call this function to start calculating a path.
*
* \param start The start point of the path
* \param end The end point of the path
* \param callback The function to call when the path has been calculated
*
* \a callback will be called when the path has completed.
* \a Callback will not be called if the path is canceled (e.g when a new path is requested before the previous one has completed) */
public Path StartPath (Vector3 start, Vector3 end, OnPathDelegate callback) {
return StartPath(ABPath.Construct(start, end, null), callback);
}
/** Call this function to start calculating a path.
*
* \param start The start point of the path
* \param end The end point of the path
* \param callback The function to call when the path has been calculated
* \param graphMask Mask used to specify which graphs should be searched for close nodes. See #Pathfinding.NNConstraint.graphMask. This will override #graphMask for this path request.
*
* \a callback will be called when the path has completed.
* \a Callback will not be called if the path is canceled (e.g when a new path is requested before the previous one has completed) */
public Path StartPath (Vector3 start, Vector3 end, OnPathDelegate callback, int graphMask) {
return StartPath(ABPath.Construct(start, end, null), callback, graphMask);
}
/** Call this function to start calculating a path.
*
* \param p The path to start calculating
* \param callback The function to call when the path has been calculated
*
* The \a callback will be called when the path has been calculated (which may be several frames into the future).
* The \a callback will not be called if a new path request is started before this path request has been calculated.
*
* \version Since 3.8.3 this method works properly if a MultiTargetPath is used.
* It now behaves identically to the StartMultiTargetPath(MultiTargetPath) method.
*
* \version Since 4.1.x this method will no longer overwrite the graphMask on the path unless it is explicitly passed as a parameter (see other overloads of this method).
*/
public Path StartPath (Path p, OnPathDelegate callback = null) {
// Set the graph mask only if the user has not changed it from the default value.
// This is not perfect as the user may have wanted it to be precisely -1
// however it is the best detection that I can do.
// The non-default check is primarily for compatibility reasons to avoid breaking peoples existing code.
// The StartPath overloads with an explicit graphMask field should be used instead to set the graphMask.
if (p.nnConstraint.graphMask == -1) p.nnConstraint.graphMask = graphMask;
StartPathInternal(p, callback);
return p;
}
/** Call this function to start calculating a path.
*
* \param p The path to start calculating
* \param callback The function to call when the path has been calculated
* \param graphMask Mask used to specify which graphs should be searched for close nodes. See #Pathfinding.NNConstraint.graphMask. This will override #graphMask for this path request.
*
* The \a callback will be called when the path has been calculated (which may be several frames into the future).
* The \a callback will not be called if a new path request is started before this path request has been calculated.
*
* \version Since 3.8.3 this method works properly if a MultiTargetPath is used.
* It now behaves identically to the StartMultiTargetPath(MultiTargetPath) method.
*/
public Path StartPath (Path p, OnPathDelegate callback, int graphMask) {
p.nnConstraint.graphMask = graphMask;
StartPathInternal(p, callback);
return p;
}
/** Internal method to start a path and mark it as the currently active path */
void StartPathInternal (Path p, OnPathDelegate callback) {
p.callback += onPathDelegate;
p.enabledTags = traversableTags;
p.tagPenalties = tagPenalties;
// Cancel a previously requested path is it has not been processed yet and also make sure that it has not been recycled and used somewhere else
if (path != null && path.PipelineState <= PathState.Processing && path.CompleteState != PathCompleteState.Error && lastPathID == path.pathID) {
path.FailWithError("Canceled path because a new one was requested.\n"+
"This happens when a new path is requested from the seeker when one was already being calculated.\n" +
"For example if a unit got a new order, you might request a new path directly instead of waiting for the now" +
" invalid path to be calculated. Which is probably what you want.\n" +
"If you are getting this a lot, you might want to consider how you are scheduling path requests.");
// No callback will be sent for the canceled path
}
// Set p as the active path
path = p;
tmpPathCallback = callback;
// Save the path id so we can make sure that if we cancel a path (see above) it should not have been recycled yet.
lastPathID = path.pathID;
// Pre process the path
RunModifiers(ModifierPass.PreProcess, path);
// Send the request to the pathfinder
AstarPath.StartPath(path);
}
/** Draws gizmos for the Seeker */
public void OnDrawGizmos () {
if (lastCompletedNodePath == null || !drawGizmos) {
return;
}
if (detailedGizmos) {
Gizmos.color = new Color(0.7F, 0.5F, 0.1F, 0.5F);
if (lastCompletedNodePath != null) {
for (int i = 0; i < lastCompletedNodePath.Count-1; i++) {
Gizmos.DrawLine((Vector3)lastCompletedNodePath[i].position, (Vector3)lastCompletedNodePath[i+1].position);
}
}
}
Gizmos.color = new Color(0, 1F, 0, 1F);
if (lastCompletedVectorPath != null) {
for (int i = 0; i < lastCompletedVectorPath.Count-1; i++) {
Gizmos.DrawLine(lastCompletedVectorPath[i], lastCompletedVectorPath[i+1]);
}
}
}
}
}
AStar AI Code:
using UnityEngine;
using System.Collections;
//Note this line, if it is left out, the script won't know that the class 'Path' exists and it will throw compiler errors
//This line should always be present at the top of scripts which use pathfinding
using Pathfinding;
public class AstarAI : MonoBehaviour
{
//The point to move to
public Transform target;
private Seeker seeker;
//The calculated path
public Path path;
//The AI's speed per second
public float speed = 2;
//The max distance from the AI to a waypoint for it to continue to the next waypoint
public float nextWaypointDistance = 3;
//The waypoint we are currently moving towards
private int currentWaypoint = 0;
public void Start ()
{
seeker = GetComponent<Seeker>();
//Start a new path to the targetPosition, return the result to the OnPathComplete function
seeker.StartPath( transform.position, target.position, OnPathComplete );
}
public void OnPathComplete ( Path p )
{
Debug.Log( "Yay, we got a path back. Did it have an error? " + p.error );
if (!p.error)
{
path = p;
//Reset the waypoint counter
currentWaypoint = 0;
}
}
public void FixedUpdate ()
{
if (path == null)
{
//We have no path to move after yet
return;
}
if (currentWaypoint >= path.vectorPath.Count)
{
Debug.Log( "End Of Path Reached" );
return;
}
//Direction to the next waypoint
Vector3 dir = ( path.vectorPath[ currentWaypoint ] - transform.position ).normalized;
dir *= speed * Time.fixedDeltaTime;
this.gameObject.transform.Translate( dir );
//Check if we are close enough to the next waypoint
//If we are, proceed to follow the next waypoint
if (Vector3.Distance( transform.position, path.vectorPath[ currentWaypoint ] ) < nextWaypointDistance)
{
currentWaypoint++;
return;
}
}
}
If you need additional information please let me know.
All help would greatly be appreciated!
Enemy Ai Component Capture:
来源:https://stackoverflow.com/questions/50224819/unity-2d-a-pathfinding-project-how-to-make-ai-object-patrol-to-random-points