using System.Collections; using System.Collections.Generic; using UnityEngine; public class NewBehaviourScript : MonoBehaviour { //移动速度 public float speed = 5f; //重力加速度 public float gravity = -20f; //活动范围 public float range = 500f; //兼容旧场景配置,目标搜索不再受此范围限制 public float detectRange = 200f; //攻击范围 public float attackRange = 5f; //完整攻击动作时长,单位为秒;设置为0时使用动画真实时长 [Min(0f)] public float attackDuration = 0f; //角色状态 private State state = State.Alert; //攻击目标 public GameObject target; //当前目标点 private Vector3 targetPos; //初始位置坐标 private Vector3 startPos; //动画控制器 private Animator animator; // 角色控制器 private CharacterController controller; //垂直速度 private float verticalVelocity; //状态枚举 public enum State { //警戒巡逻 Alert, //追踪状态 Track, //攻击状态 Attack } // Start is called before the first frame update void Start() { //初始化 animator = GetComponent(); controller = GetComponent(); //记录初始坐标 startPos = transform.position; randomTargetPos(); } // Update is called once per frame void Update() { //攻击状态直接返回 if (state == State.Attack) { animator.SetInteger("speed", 0); applyGravity(); return; } //查找场景中距离自己最近的敌对目标 target = FindNearestOpponent(); if (target != null) { state = State.Track; //目标在攻击范围外则朝目标移动,否则开始攻击 if (!IsWithinAttackReach(target)) { move(target.transform.position - transform.position); } else { attack(target); } return; } //没有目标时回到巡逻 state = State.Alert; move(targetPos - transform.position); //到达目标点时候随机目标点,只判断水平距离 Vector3 patrolOffset = transform.position - targetPos; patrolOffset.y = 0; if (patrolOffset.sqrMagnitude < 0.01f) { randomTargetPos(); } } //根据自身Tag找到敌对Tag private string GetOpponentTag() { if (CompareTag("Friend")) { return "Enemy"; } if (CompareTag("Enemy")) { return "Friend"; } return null; } //查找距离自己最近的敌对目标 private GameObject FindNearestOpponent() { string opponentTag = GetOpponentTag(); if (string.IsNullOrEmpty(opponentTag)) { return null; } GameObject nearestOpponent = null; float nearestSqrDistance = float.PositiveInfinity; GameObject[] opponents = GameObject.FindGameObjectsWithTag(opponentTag); foreach (var opponent in opponents) { //排除自己以及自己所在层级中的对象 if (opponent == gameObject || opponent.transform.root == transform.root) { continue; } float sqrDistance = (opponent.transform.position - transform.position).sqrMagnitude; if (sqrDistance < nearestSqrDistance) { nearestSqrDistance = sqrDistance; nearestOpponent = opponent; } } return nearestOpponent; } //判断是否进入可攻击距离 private bool IsWithinAttackReach(GameObject opponent) { if (opponent == null) { return false; } // 只保留很小的接触补偿,避免两边半径叠加导致隔空挥剑 float reachDistance = attackRange + 0.1f; return Vector3.Distance(transform.position, opponent.transform.position) <= reachDistance; } //查找当前Animator中使用的攻击动画时长 private float GetAttackAnimationDuration() { if (animator == null || animator.runtimeAnimatorController == null) { return 0f; } var overrideController = animator.runtimeAnimatorController as AnimatorOverrideController; if (overrideController != null) { var overrides = new List>(); overrideController.GetOverrides(overrides); foreach (var pair in overrides) { if (IsAttackAnimation(pair.Key)) { return pair.Value != null ? pair.Value.length : pair.Key.length; } } } foreach (var clip in animator.runtimeAnimatorController.animationClips) { if (IsAttackAnimation(clip)) { return clip.length; } } return 0f; } //根据动画名称判断是否为攻击动画 private bool IsAttackAnimation(AnimationClip clip) { if (clip == null) { return false; } string clipName = clip.name.ToLowerInvariant(); return clipName.Contains("attack") || clipName.Contains("攻击") || clipName.Contains("挥剑"); } //设置攻击动画播放速度 private void SetAttackAnimationSpeed() { float animationDuration = GetAttackAnimationDuration(); if (animationDuration <= 0f || attackDuration <= 0f) { animator.speed = 1f; return; } animator.speed = animationDuration / attackDuration; } //攻击 private void attack(GameObject friend) { target = friend; //根据目标攻击时长加速或减速完整攻击动画 SetAttackAnimationSpeed(); animator.SetInteger("speed", 0); animator.SetTrigger("attack"); state = State.Attack; } // 在 Animator 的 Attack 动画结束时调用此方法 public void OnAttackAnimationEnd() { //攻击动画结束后恢复Animator速度 animator.speed = 1f; //攻击动画结束后,目标仍在攻击范围内则立即进行下一次攻击 target = FindNearestOpponent(); if (target != null && IsWithinAttackReach(target)) { attack(target); return; } //目标离开攻击范围,回到追踪或巡逻逻辑 state = State.Alert; randomTargetPos(); } //角色移动,持续到目标点 void move(Vector3 movement) { movement.y = 0; if (movement == Vector3.zero) { animator.SetInteger("speed", 0); applyGravity(); return; } //改变动画控制器的参数 animator.SetInteger("speed", 1); //向目标点移动,同时应用垂直重力 Vector3 velocity = movement.normalized * speed; velocity.y = getVerticalVelocity(); controller.Move(velocity * Time.deltaTime); //改变角色朝向目标点,只改变y轴 transform.rotation = Quaternion.LookRotation(movement, Vector3.up); transform.rotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, 0); } private float getVerticalVelocity() { if (controller.isGrounded && verticalVelocity < 0) { verticalVelocity = -2f; } else { verticalVelocity += gravity * Time.deltaTime; } return verticalVelocity; } private void applyGravity() { controller.Move(Vector3.up * getVerticalVelocity() * Time.deltaTime); } //随机目标点 private void randomTargetPos() { //以startPos为中心,在水平圆形范围内随机一个点 Vector2 randomOffset = Random.insideUnitCircle * range; targetPos = startPos + new Vector3(randomOffset.x, 0, randomOffset.y); } }