float PathLength(NavMeshPath path) { if (path.corners.Length < 2) return; Vector3 previousCorner = path.corners[0]; float lengthSoFar = 0.0F; int i = 1; while (i < path.corners.Length) { Vector3 currentCorner = path.corners[i]; lengthSoFar += Vector3.Distance(previousCorner, curre...
NavMeshAgent.CalculatePath(_pos, m_NavMeshPath); //初始化路径点索引 m_previousIndex = 0; m_currentIndex = 1; //if (m_NavMeshPath.corners.Length>1) //transform.position = m_NavMeshPath.corners[m_CurrentPathPointIndex]; //Debug.Log(m_NavMeshPath.corners[m_CurrentPathPointIndex]+" "+...
最后我们在寻路后画线 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 由于...
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(int i=1;i<path.corners.Length;++i)Debug.DrawLine(path.corners[i-1],path.corners[...
寻路的功能使用A*算法即可,但下面要和大家介绍的不仅仅只是寻路,还要根据导航显示路径,下面就给大家介绍下使用NavMeshAgent寻路导航组件实现导航显示路径的方法。 效果如下: using UnityEngine; using UnityEngine.AI; // Use physics raycast hit from mouse click to set agent destination ...
MeshTriangulation=NavMesh.CalculateTriangulation();//文件路径 路径文件夹不存在会报错stringpath = Application.dataPath +"/AStar/obj/"+ SceneManager.GetActiveScene().name +".obj";//新建文件StreamWriter streamWriter =newStreamWriter(path);//顶点for(inti =0; i < navMeshTriangulation.vertices.Length...
Unity NavMeshAgent 方法/步骤 1 打开Unity,设置简单布局寻路场景,并设置为静态,具体如下图 2 在菜单“Window”-“Navigtion”的面板上“Bake”场景,具体如下图 3 在场景新建一个空物体,并且命名为“LineRender”,并添加组件“LineRenderer”,并添加材质和设置合适宽度,具体如下图 4 在场景中添加“Capsule...
public class ExampleClass :MonoBehaviour{ float PathLength(AI.NavMeshPathpath) { if (path.corners.Length < 2) return 0;Vector3previousCorner = path.corners[0]; float lengthSoFar = 0.0F; int i = 1; while (i < path.corners.Length) {Vector3currentCorner = path.corners[i]; lengthSoFar ...
string tmpPath = Application.dataPath + "/" + SceneManager.GetActiveScene().name + ".obj"; StreamWriter tmpStreamWriter = new StreamWriter(tmpPath); //顶点 for (int i=0;i<tmpNavMeshTriangulation.vertices.Length;i++) { tmpStreamWriter.WriteLine("v "+ tmpNavMeshTriangulation.vertices[i]...
</param> voidDrawPath(NavMeshPathnavPath) { List<GameObject>arrows=arrowList; StartCoroutine(ClearArrows(arrows)); arrowList.Clear(); //Ifthepathhas1ornocorners,thereisnoneedtodrawtheline if(navPath.corners.Length<2) { print("navPath.corners.Length<2"); return; ...