完成在当前 OffMeshLink 上的移动。
代理将移动到当前 OffMeshLink 另一端上最近的有效导航网格位置。
除非代理在 OffMeshLink 上,否则 CompleteOffMeshLink 将不起作用(另请参阅:isOnOffMeshLink)。
当 autoTraverseOffMeshLink 被禁用时,代理会在网格外链接处暂停,直到此函数被调用为止。
此函数可用于跨越 OffMeshLink 实现自定义移动。
using UnityEngine;
using UnityEngine.AI;
using System.Collections;
public enum OffMeshLinkMoveMethod
{
Teleport,
NormalSpeed,
Parabola
}
[RequireComponent(typeof(NavMeshAgent))]
public class AgentLinkMover : MonoBehaviour
{
public OffMeshLinkMoveMethod method = OffMeshLinkMoveMethod.Parabola;
IEnumerator Start()
{
NavMeshAgent agent = GetComponent<NavMeshAgent>();
agent.autoTraverseOffMeshLink = false;
while (true)
{
if (agent.isOnOffMeshLink)
{
if (method == OffMeshLinkMoveMethod.NormalSpeed)
yield return StartCoroutine(NormalSpeed(agent));
else if (method == OffMeshLinkMoveMethod.Parabola)
yield return StartCoroutine(Parabola(agent, 2.0f, 0.5f));
agent.CompleteOffMeshLink();
}
yield return null;
}
}
IEnumerator NormalSpeed(NavMeshAgent agent)
{
OffMeshLinkData data = agent.currentOffMeshLinkData;
Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
while (agent.transform.position != endPos)
{
agent.transform.position = Vector3.MoveTowards(agent.transform.position, endPos, agent.speed * Time.deltaTime);
yield return null;
}
}
IEnumerator Parabola(NavMeshAgent agent, float height, float duration)
{
OffMeshLinkData data = agent.currentOffMeshLinkData;
Vector3 startPos = agent.transform.position;
Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
float normalizedTime = 0.0f;
while (normalizedTime < 1.0f)
{
float yOffset = height * 4.0f * (normalizedTime - normalizedTime * normalizedTime);
agent.transform.position = Vector3.Lerp(startPos, endPos, normalizedTime) + yOffset * Vector3.up;
normalizedTime += Time.deltaTime / duration;
yield return null;
}
}
}