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c# - 团结跟随领导行为

转载 作者:行者123 更新时间:2023-11-30 17:25:54 29 4
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我问这个question two years ago .一直没有成功,直到最近我才放弃这个想法。

从那以后,我已经能够半修复/复制该机制。然而,所有的物体似乎都跳到了它们的下一个位置,有些物体重复了它们“领导者”的位置。

橙色是头部, body 部位是绿色。

enter image description here

正如您从下面注释掉的代码中看到的那样,我尝试了多种排列方式让 children 顺畅跟随他们的领导者每个 body 部位之间的距离只是圆形碰撞器的半径。

我的想法是,如果“leader”移动了半径的距离,那么 follower 可以向 leader 的旧位置移动。这给领导者时间移动。

但唯一似乎半工作的是未评论的。

谁能看出问题所在?

FollowTheLeader.cs

public class FollowTheLeader : MonoBehaviour
{
[Header("Head")]
public GameObject bodyPart;
public int bodyLength = 6;

[Header("Move Speed")]
[Range(0.25f, 2.0f)] public float moveMin = 0.5f;
[Range(0.25f, 2.0f)] public float moveMax = 2.0f;

[Header("Change Directions")]
[Range(0.25f, 2.0f)] public float changeMin = 0.5f;
[Range(0.25f, 2.0f)] public float changeMax = 2.0f;


[SerializeField]
private Vector2 oldPosition;
public Vector2 OldPosition { get => oldPosition; set => oldPosition = value; }

[SerializeField]
private Vector2 moveDirection = new Vector2(0, -1);
public Vector2 MoveDirection { get => moveDirection; set => moveDirection = value; }



[Header("Child")]
public int index;
public bool isChild;
public FollowTheLeader leader;
public float leaderDistance;



private CircleCollider2D m_collider2D;
private Rigidbody2D body2d;

private float moveSpeed;
private float moveTimePassed;
private float changeDirInterval;

private void Awake()
{
m_collider2D = GetComponent<CircleCollider2D>();
body2d = GetComponent<Rigidbody2D>();

AddBodyParts();

DefineDirection(moveDirection);
}

private void AddBodyParts()
{
if (isChild || bodyPart == null)
return;

//The head will generate its body parts. Each body part will have reference to the one before it.

FollowTheLeader temp = this;

for (int i = 1; i <= bodyLength; i++)
{
GameObject bp = Instantiate(bodyPart, transform);
bp.transform.SetParent(null);
//bp.transform.position = transform.position;
bp.transform.position = new Vector2(i * m_collider2D.radius, 0);
bp.name = $"Body {i}";

FollowTheLeader c = bp.AddComponent<FollowTheLeader>();
c.isChild = true;
c.index = i;
c.OldPosition = bp.transform.position;
c.leader = temp;

// cache the parent for the next body part
temp = c;
}
}

private void Start()
{
OnNewDirection();
}

private void FixedUpdate()
{
//Store the old postion for the next child
OldPosition = body2d.position;


// If child
if (isChild)
{
// Calculate the leaders distance
leaderDistance = Vector2.Distance(OldPosition, leader.OldPosition);

// We only want to move if the parent is as far away as the m_collider2D.radius.
if (leaderDistance < m_collider2D.radius)
return;


// BARELY ANY MOVEMENT
//body2d.MovePosition(leader.OldPosition.normalized);
//body2d.MovePosition(leader.OldPosition.normalized * moveSpeed);
//body2d.MovePosition(leader.OldPosition.normalized * moveSpeed * Time.deltaTime);
//body2d.MovePosition(leader.OldPosition.normalized * parentDistance * moveSpeed * Time.deltaTime);
//body2d.MovePosition(leader.OldPosition.normalized * m_collider2D.radius * parentDistance * moveSpeed * Time.deltaTime);

//FLYS ALL OVER THE PLACE
//body2d.MovePosition(body2d.position + leader.OldPosition.normalized);
//body2d.MovePosition(body2d.position + leader.OldPosition.normalized * moveSpeed);
//body2d.MovePosition(body2d.position + leader.OldPosition.normalized * moveSpeed * Time.deltaTime);
//body2d.MovePosition(body2d.position + leader.OldPosition.normalized * parentDistance * moveSpeed * Time.deltaTime);
//body2d.MovePosition(body2d.position + leader.OldPosition.normalized * m_collider2D.radius * moveSpeed * Time.deltaTime);
//body2d.MovePosition(body2d.position + leader.OldPosition.normalized * m_collider2D.radius * parentDistance * moveSpeed * Time.deltaTime);


// BARELY ANY MOVEMENT
//body2d.MovePosition(leader.OldPosition * moveSpeed);
//body2d.MovePosition(leader.OldPosition * moveSpeed * Time.deltaTime);
//body2d.MovePosition(leader.OldPosition * parentDistance * moveSpeed * Time.deltaTime);
//body2d.MovePosition(leader.OldPosition * m_collider2D.radius * parentDistance * moveSpeed * Time.deltaTime);

//FLYS ALL OVER THE PLACE
//body2d.MovePosition(body2d.position + leader.OldPosition);
//body2d.MovePosition(body2d.position + leader.OldPosition * moveSpeed);
//body2d.MovePosition(body2d.position + leader.OldPosition * moveSpeed * Time.deltaTime);
//body2d.MovePosition(body2d.position + leader.OldPosition * parentDistance * moveSpeed * Time.deltaTime);
//body2d.MovePosition(body2d.position + leader.OldPosition * m_collider2D.radius * moveSpeed * Time.deltaTime);
//body2d.MovePosition(body2d.position + leader.OldPosition * m_collider2D.radius * parentDistance * moveSpeed * Time.deltaTime);

// KINDA FOLLOWS BUT ALL SEEM TO JUMP INTO THE SAME POSITION AS SEEN IN THE GIF
body2d.MovePosition(leader.OldPosition);


return;
}

// HEAD ONLY
// Countdown to next direction change
moveTimePassed += Time.deltaTime;

if (moveTimePassed >= changeDirInterval)
{
OnNewDirection();
}

// Calculate the next position
body2d.MovePosition(body2d.position + MoveDirection.normalized * moveSpeed * Time.deltaTime);

}

public void OnNewDirection()
{
moveTimePassed = 0;
moveSpeed = Random.Range(moveMin, moveMax);
changeDirInterval = Random.Range(changeMin, changeMax);

RandomDirection();
}

private void RandomDirection()
{
switch (Random.Range(0, 4))
{
case 0:
DefineDirection(Vector2.up);
break;
case 1:
DefineDirection(Vector2.right);
break;
case 2:
DefineDirection(Vector2.down);
break;
case 3:
DefineDirection(Vector2.left);
break;
default:
DefineDirection(Vector2.down);
break;
}
}

public void DefineDirection(Vector2 direction)
{
if (direction.Equals(Vector2.up))
{
MoveDirection = Vector2.up;
}

if (direction.Equals(Vector2.down))
{
MoveDirection = Vector2.down;

}

if (direction.Equals(Vector2.left))
{
MoveDirection = Vector2.left;
}


if (direction.Equals(Vector2.right))
{
MoveDirection = Vector2.right;
}
}
}

最佳答案

您可以通过许多不同的方式来处理它,但让我向您展示一种方式。

  • Snake - 使领导者向前移动,在路径中创建新点,管理小兵
  • Path - 包含所有点的环形缓冲区
  • Minion - 根据与领导者的距离遵循路径

这是一个显示小发明的例子:

  • 绿色是领导者
  • 红色是小路的起点
  • 蓝色是路径的尾部

snake movement snake movement longer

蛇是主要逻辑所在的地方。

蛇自动向前移动。当领导者和最后一个点之间的距离大于 RADIUS 时,我们创建一个新点。然后,我们沿着点的路径移动所有小兵。

public class Snake : MonoBehaviour
{
public const float RADIUS = 1f; // distance between minions
public const float MOVE_SPEED = 1f; // movement speed

public Vector2 dir = Vector2.up; // movement direction
public float headDist = 0f; // distance from path 'head' to leader (used for lerp-ing between points)
public Path path = new Path(1); // path points
public List<Minion> minions = new List<Minion>(); // all minions

public Minion Leader => minions[0];

void Awake()
{
path.Add(this.transform.position);
AddMinion(new Knight());
}

void AddMinion(Minion minion)
{
// Initialize a minion and give it an index (0,1,2) which is used as offset later on
minion.Init(minions.Count);

minions.Add(minion);
minion.MoveOnPath(path, 0f);

// Resize the capacity of the path if there are more minions in the snake than the path
if (path.Capacity <= minions.Count) path.Resize();
}

void FixedUpdate()
{
MoveLeader();
MoveMinions();
}

void MoveLeader()
{
// Move the first minion (leader) towards the 'dir'
Leader.transform.position += ((Vector3)dir) * MOVE_SPEED * Time.deltaTime;

// Measure the distance between the leader and the 'head' of that path
Vector2 headToLeader = ((Vector2)Leader.transform.position) - path.Head().pos;

// Cache the precise distance so we can reuse it when we offset each minion
headDist = headToLeader.magnitude;

// When the distance between the leader and the 'head' of the path hits the threshold, spawn a new point in the path
if (headDist >= RADIUS)
{
// In case leader overshot, let's make sure all points are spaced exactly with 'RADIUS'
float leaderOvershoot = headDist - RADIUS;
Vector2 pushDir = headToLeader.normalized * leaderOvershoot;

path.Add(((Vector2)Leader.transform.position) - pushDir);

// Update head distance as there is a new point we have to measure from now
headDist = (((Vector2)Leader.transform.position) - path.Head().pos).sqrMagnitude;
}
}

void MoveMinions()
{
float headDistUnit = headDist / RADIUS;

for (int i = 1; i < minions.Count; i++)
{
Minion minion = minions[i];

// Move minion on the path
minion.MoveOnPath(path, headDistUnit);

// Extra push to avoid minions stepping on each other
Vector2 prevToNext = minions[i - 1].transform.position - minion.transform.position;

float distance = prevToNext.magnitude;
if (distance < RADIUS)
{
float intersection = RADIUS - distance;
minion.Push(-prevToNext.normalized * RADIUS * intersection);
}
}
}
}

Path 是一个环形缓冲区,Head() 给你最新添加的点,你可以使用 Head(index) 获取头部并将其偏移到一个方向(+/-)。 Minions 使用它来获取头部后面的点:path.Head(-1)

public class Path
{
public Vector2[] Points { get; private set; }
public int Capacity => Points.Length;

int head;

public Path(int capacity)
{
head = 0;
Points = new Vector2[capacity];
}

public void Resize()
{
Vector2[] temp = new Vector2[Capacity * 2];

for (int i = 0; i < temp.Length; i++)
{
temp[i] = i < Capacity ? Head(i + 1) : Tail();
}

head = Capacity - 1;

Points = temp;
}

public void Add(Vector2 pos)
{
int prev = Mod(head, Capacity);

Next();

int next = Mod(head, Capacity);

Points[next].pos = pos;
}

public Vector2 Head()
{
return Points[head];
}

public Vector2 Head(int index)
{
return Points[Mod(head + index, Capacity)];
}

public Vector2 Tail()
{
return Points[Mod(head + 1, Capacity)];
}

public Vector2 Tail(int index)
{
return Points[Mod(head + 1 + index, Capacity)];
}

void Next()
{
head++;
head %= Capacity;
}

int Mod(int x, int m)
{
return (x % m + m) % m;
}
}

一个 minion 包含一个索引,它告诉我们 minion 在蛇中的位置(第一、第二、第三)。我们使用此索引来获取插值所需的两个点。 path.Head(-0) 将为我们提供领导者的观点。 path.Head(-1) 会给我们第一个小兵的点数。

public class Minion : MonoBehaviour
{
int index;

public Init(int index)
{
this.index = index;
}

// Move the minion along the path
public void MoveOnPath(Path path, float dist)
{
Vector2 prev = path.Head(-index);
Vector2 next = path.Head(-index + 1);

// Interpolate the position of the minion between the previous and the next point within the path. 'dist' is the distance between the 'head' of the path and the leader
this.transform.position = Vector2.Lerp(prev.pos, next.pos, dist);
}

// Push the minion to avoid minions stepping on each other
public void Push(Vector2 dir)
{
this.transform.position += (Vector3)dir;
}
}

为了简化示例,我删除了很多代码。我希望您了解基本概念并能够实现自己的解决方案。

关于c# - 团结跟随领导行为,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/57538286/

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