NavMeshPathStatus.PathComplete:c=Color.white;break;caseUnityEngine.AI.NavMeshPathStatus.PathInvalid:c=Color.red;break;caseUnityEngine.AI.NavMeshPathStatus.PathPartial:c=Color.yellow;break;}// draw the pathfor(in
Using navmesh AI, Path Draw figures out the best routes, making sure to avoid obstacles and adjust to changes in the game world. This makes navigation smooth and easy, so players can focus on enjoying the game. With Path Draw, you can make your game more fun and engaging. Players can ...
1、说明:NavMeshSurface组件可以被加在任何游戏物体上,可以用来定义那些物体可以用来生成NavMesh(有了该组件后可以不需要设置物体Navigition static的静态属性,以前的静态属性只适用于editor模式,不适用于实时bake的特性) 2、参数 (1)、Agent Type: 用来匹配NavMeshAgent (2)、Collect Object: 定义哪些物体用来bake生...
}privatevoidUpdate(){if(Input.GetMouseButtonUp(0) && navMeshAgent.remainingDistance <float.Epsilon) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);if(Physics.Raycast(ray,outhit)) {if(navMeshAgent.CalculatePath(hit.point, path)) { DrawLine(path.corners); navMeshAgent.SetDestination(h...
1Vector3[] _path = Nav.path.corners;//储存路径2_lineRenderer.SetVertexCount(_path.Length);//设置线段数3for(inti =0; i < _path.Length; i++)4{5_lineRenderer.SetPosition(i, _path[i]);//设置线段顶点坐标6} 就这么简单,看看代码,看不懂先去看我上文提到的手册 ...
navPath">Navpath.</param> voidDrawPath(NavMeshPathnavPath) { List<GameObject>arrows=arrowList; StartCoroutine(ClearArrows(arrows)); arrowList.Clear(); //Ifthepathhas1ornocorners,thereisnoneedtodrawtheline if(navPath.corners.Length<2) { print("navPath.corners.Length<...
寻路专门提供了一个OffMeshLink组件来处理两点之间的连接。 //--获取寻路路径 有时候,需要在寻路之前判断一下目标点是否合法,或者寻路的路径是否合法,此时就要提前获取寻路的完整路径。 using UnityEngine; using ; public class DrawNavMeshPath : MonoBehaviour ...
(0)&&navMeshAgent.remainingDistance<float.Epsilon){Rayray=Camera.main.ScreenPointToRay(Input.mousePosition);if(Physics.Raycast(ray,outhit)){if(navMeshAgent.CalculatePath(hit.point,path)){DrawLine(path.corners);navMeshAgent.SetDestination(hit.point);}else{lineRenderer.positionCount=0;lineRenderer.enabled...
1Vector3[] _path = Nav.path.corners;//储存路径2_lineRenderer.SetVertexCount(_path.Length);//设置线段数3for(inti =0; i < _path.Length; i++)4{5_lineRenderer.SetPosition(i, _path[i]);//设置线段顶点坐标6} 就这么简单,看看代码,看不懂先去看我上文提到的手册 ...
case UnityEngine.AI.NavMeshPathStatus.PathInvalid: c =Color.red;break; case UnityEngine.AI.NavMeshPathStatus.PathPartial: c =Color.yellow;break; } // draw thepath for(int i =1; i <path.corners.Length; ++i) Debug.DrawLine(path.corners[i -1],path.corners[i], c); ...