【发布时间】:2017-09-25 22:34:04
【问题描述】:
我正在为 Unity 平台游戏开发敌人 AI 移动系统,该系统将允许敌人不断做出以下三个决定之一:空闲、向右移动或向左移动。我希望敌人能够选择这些决定中的任何一个,即使它刚刚选择的决定与其下一个决定相同(即它可以连续两次选择“向右移动”,或者多次选择想要)。下面的脚本没有错误,但是当我测试游戏时,它会导致我的敌人结结巴巴。有时它会在一瞬间向右移动,然后向左移动,等等。我觉得我的代码的内在逻辑有些正确,但它的实现方式需要一些工作。我很感激你能给我的任何帮助。
顺便说一句,如果我将“MakeMovementDecision”函数放在“Start”函数中,敌人会向左或向右移动 0.07,或者只是静止不动,不再执行其他移动函数。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AIMovement : MonoBehaviour {
// References the enemy's Rigidbody2D component
private Rigidbody2D enemyRigidbody;
// Sets the enemy's movement speed
[SerializeField]
private int movementSpeed;
// Checks if the enemy is moving (to be used with animations)
private bool isMoving;
// The direction in which the enemy will move
private Vector2 directionToMove;
// The random decision (0, 1 or 2) that represents which movement function the enemy will perform
private int decisionValue;
// The time remaining before the enemy chooses which movement function to perform again
private float timeTilNextDecision;
// The random float that will be used to determine for how long the enemy remains idle
private float idleTime;
// The random float that will be used to determine for how long the enemy moves left or right
private float moveTime;
// Use this for initialization
void Start () {
// Accesses the enemy's Rigidbody2D component
enemyRigidbody = GetComponent<Rigidbody2D>();
}
void FixedUpdate () {
MakeMovementDecision();
}
/// <summary>
/// Generates the decision for which type of movement the enemy will perform
/// </summary>
private void MakeMovementDecision ()
{
// Chooses a value upon which the movement decision will be based
decisionValue = Random.Range(0, 3);
switch (decisionValue)
{
// Keeps the enemy standing still
case 0:
Idle();
break;
// Moves the enemy to the right
case 1:
MoveRight();
break;
// Moves the enemy to the left
case 2:
MoveLeft();
break;
}
}
/// <summary>
/// Causes the enemy to stand still with idle animations
/// </summary>
private void Idle ()
{
// Sets the idle stance duration
idleTime = Random.Range(5.0f, 10.0f);
// Calculates the time until the enemy may decide to change its movement
timeTilNextDecision = idleTime - Time.deltaTime;
// Sets the movement bool to false to play the idle animations
isMoving = false;
// Stops the enemy's movement
enemyRigidbody.velocity = Vector2.zero;
// Checks if the enemy should make a decision on its next movement
if (timeTilNextDecision < 0)
{
MakeMovementDecision();
}
}
private void MoveRight()
{
moveTime = Random.Range(2.0f, 5.01f);
timeTilNextDecision = moveTime - Time.deltaTime;
isMoving = true;
directionToMove = Vector2.right;
transform.Translate(directionToMove * (movementSpeed * Time.deltaTime));
if (timeTilNextDecision < 0)
{
MakeMovementDecision();
}
}
private void MoveLeft()
{
moveTime = Random.Range(2.0f, 5.01f);
timeTilNextDecision = moveTime - Time.deltaTime;
isMoving = true;
directionToMove = Vector2.left;
transform.Translate(directionToMove * (movementSpeed * Time.deltaTime));
if (timeTilNextDecision < 0)
{
MakeMovementDecision();
}
}
}
【问题讨论】:
-
为什么在 FixedUpdate() 中调用 MakeMovementDecision 以及决策本身?尝试删除
FixedUpdate()并将函数MakeMovementDecision()放入Start()... -
是的,我已经尝试过了(我编辑了我的原始帖子以包含关于此的注释)。它只是将敌人向左或向右移动 0.07 个单位,或选择“空闲”变体,但随后敌人不再移动。如果不查看检查器中的 x 值,则根本无法感知到敌人正在移动。
标签: c# unity3d artificial-intelligence game-engine