使用有限状态机(FSM)编写的敌人AI
- using UnityEngine;
- using System.Collections;
- public class AttackState : FSMState
- {
- public AttackState()
- {
- stateID = FSMStateID.Attacking;
- }
- public override void Reason(Transform player, Transform npc)
- {
- if (npc.GetComponent<AIController>().stateInfo.normalizedTime >= 1.0f && npc.GetComponent<AIController>().stateInfo.IsName("Attack"))
- npc.GetComponent<AIController>().SetTransition(Transition.AttackOver);
- }
- public override void Act(Transform player, Transform npc)
- {
- }
- }
- using UnityEngine;
- using System.Collections;
- public class DeadState : FSMState
- {
- public DeadState()
- {
- stateID = FSMStateID.Dead;
- }
- public override void Reason(Transform player, Transform npc)
- {
- }
- public override void Act(Transform player, Transform npc)
- {
- Animation animComponent = npc.GetComponent<Animation>();
- //animComponent.CrossFade("death");
- }
- }
- using UnityEngine;
- using System.Collections;
- public class MoveState : FSMState
- {
- float rotateTime;
- float curSpeed;
- public MoveState()
- {
- stateID = FSMStateID.Move;
- curSpeed = 1.0f;
- rotateTime = 0f;
- }
- public override void Reason(Transform player, Transform npc)
- {
- float distance = Vector3.Distance(player.position, npc.position);
- if (distance <= )
- {
- if (npc.GetComponent<AIController>().attackCd == 0f)
- {
- npc.GetComponent<AIController>().SetTransition(Transition.ReachPlayer);
- npc.GetComponent<AIController>().attackCd = 5.0f;
- }
- }
- }
- public override void Act(Transform player, Transform npc)
- {
- rotateTime -= Time.deltaTime;
- if (rotateTime <= )
- {
- rotateTime = 3.0f;
- Vector3 toTargetV3 = (player.position - npc.position).normalized;
- float direction = Vector3.Dot(toTargetV3, npc.forward);
- Vector3 u = Vector3.Cross(toTargetV3, npc.forward);
- if (direction > ) { direction = 1f; }
- if (direction < -) { direction = -1f; }
- if (Mathf.Abs(direction) == 1f)
- return;
- direction = Mathf.Acos(direction) * Mathf.Rad2Deg;
- npc.rotation = npc.rotation * Quaternion.Euler(new Vector3(, direction * (u.y >= ? - : ), ));
- }
- float distance = Vector3.Distance(player.position, npc.position);
- if (distance >= )
- {
- npc.GetComponent<AIController>().animator.SetFloat("Blend", 1f);
- curSpeed = 2f;
- }
- else if (distance < && distance >= )
- {
- npc.GetComponent<AIController>().animator.SetFloat("Blend", 0.5f);
- curSpeed = 1f;
- }
- else
- {
- npc.GetComponent<AIController>().animator.SetFloat("Blend", 0f);
- curSpeed = ;
- }
- npc.Translate(npc.transform.forward * Time.deltaTime * curSpeed, Space.World);
- }
- }
- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- /// <summary>
- /// This class is adapted and modified from the FSM implementation class available on UnifyCommunity website
- /// The license for the code is Creative Commons Attribution Share Alike.
- /// It's originally the port of C++ FSM implementation mentioned in Chapter01 of Game Programming Gems 1
- /// You're free to use, modify and distribute the code in any projects including commercial ones.
- /// Please read the link to know more about CCA license @http://creativecommons.org/licenses/by-sa/3.0/
- /// </summary>
- //定义枚举,为可能的转换分配编号
- public enum Transition
- {
- SawPlayer = , //看到玩家
- ReachPlayer, //接近玩家
- LostPlayer, //玩家离开视线
- NoHealth, //死亡
- AttackOver, //结束攻击
- }
- /// <summary>
- /// 定义枚举,为可能的状态分配编号ID
- /// </summary>
- public enum FSMStateID
- {
- Move = ,
- Attacking, //攻击编号
- Patrolling , //巡逻编号
- Chasing, //追逐编号
- Dead, //死亡编号
- }
- public class AdvancedFSM : FSM
- {
- //FSM中的所有状态组成的列表
- private List<FSMState> fsmStates;
- //当前状态的编号
- //The fsmStates are not changing directly but updated by using transitions
- private FSMStateID currentStateID;
- public FSMStateID CurrentStateID { get { return currentStateID; } }
- //当前状态
- private FSMState currentState;
- public FSMState CurrentState { get { return currentState; } }
- public AdvancedFSM()
- {
- //新建一个空的状态列表
- fsmStates = new List<FSMState>();
- }
- /// <summary>
- ///向状态列表中加入一个新的状态
- /// </summary>
- public void AddFSMState(FSMState fsmState)
- {
- //检查要加入的新状态是否为空,如果空就报错
- if (fsmState == null)
- {
- Debug.LogError("FSM ERROR: Null reference is not allowed");
- }
- // First State inserted is also the Initial state
- // the state the machine is in when the simulation begins
- //如果插入的这个状态时,列表还是空的,那么将它加入列表并返回
- if (fsmStates.Count == )
- {
- fsmStates.Add(fsmState);
- currentState = fsmState;
- currentStateID = fsmState.ID;
- return;
- }
- // 检查要加入的状态是否已经在列表里,如果是,报错返回
- foreach (FSMState state in fsmStates)
- {
- if (state.ID == fsmState.ID)
- {
- Debug.LogError("FSM ERROR: Trying to add a state that was already inside the list");
- return;
- }
- }
- //如果要加入的状态不在列表中,将它加入列表
- fsmStates.Add(fsmState);
- }
- //从状态中删除一个状态
- public void DeleteState(FSMStateID fsmState)
- {
- // 搜索整个状态列表,如果要删除的状态在列表中,那么将它移除,否则报错
- foreach (FSMState state in fsmStates)
- {
- if (state.ID == fsmState)
- {
- fsmStates.Remove(state);
- return;
- }
- }
- Debug.LogError("FSM ERROR: The state passed was not on the list. Impossible to delete it");
- }
- /// <summary>
- /// 根据当前状态,和参数中传递的转换,转换到新状态
- /// </summary>
- public void PerformTransition(Transition trans)
- {
- // 根绝当前的状态类,以Trans为参数调用它的GetOutputState方法
- //确定转换后的新状态
- FSMStateID id = currentState.GetOutputState(trans);
- // 将当前状态编号设置为刚刚返回的新状态编号
- currentStateID = id;
- //根绝状态编号查找状态列表,将当前状态设置为查找到的状态
- foreach (FSMState state in fsmStates)
- {
- if (state.ID == currentStateID)
- {
- currentState = state;
- break;
- }
- }
- }
- }
- using UnityEngine;
- using System.Collections;
- public class FSM : MonoBehaviour
- {
- //玩家位置
- protected Transform playerTransform;
- //下一个巡逻点
- protected Vector3 destPos;
- //巡逻点表单
- protected GameObject[] pointList;
- //子弹信息
- protected float shootRate;
- protected float elapsedTime;
- protected virtual void Initialize() {}
- protected virtual void FSMUpdate() {}
- protected virtual void FSMFixedUpdate() {}
- //初始化信息
- void Start()
- {
- Initialize();
- }
- // 循环执行子类FSMUpdate方法
- void Update ()
- {
- FSMUpdate();
- }
- void FixedUpdate()
- {
- FSMFixedUpdate();
- }
- }
- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- /// <summary>
- /// This class is adapted and modified from the FSM implementation class available on UnifyCommunity website
- /// The license for the code is Creative Commons Attribution Share Alike.
- /// It's originally the port of C++ FSM implementation mentioned in Chapter01 of Game Programming Gems 1
- /// You're free to use, modify and distribute the code in any projects including commercial ones.
- /// Please read the link to know more about CCA license @http://creativecommons.org/licenses/by-sa/3.0/
- /// This class represents the States in the Finite State System.
- /// Each state has a Dictionary with pairs (transition-state) showing
- /// which state the FSM should be if a transition is fired while this state
- /// is the current state.
- /// Reason method is used to determine which transition should be fired .
- /// Act method has the code to perform the actions the NPC is supposed to do if it磗 on this state.
- /// </summary>
- public abstract class FSMState
- {
- //字典,字典中每一项都记录了一个“转换-状态”对 的信息
- protected Dictionary<Transition, FSMStateID> map = new Dictionary<Transition, FSMStateID>();
- //状态编号ID
- protected FSMStateID stateID;
- public FSMStateID ID { get { return stateID; } }
- /// <summary>
- /// 向字典添加项,每项是一个"转换--状态"对
- /// </summary>
- /// <param name="transition"></param>
- /// <param name="id"></param>
- public void AddTransition(Transition transition, FSMStateID id)
- {
- //检查这个转换(可以看做是字典的关键字)是否在字典里
- if (map.ContainsKey(transition))
- {
- //一个转换只能对应一个新状态
- Debug.LogWarning("FSMState ERROR: transition is already inside the map");
- return;
- }
- //如果不在字典,那么将这个转换和转换后的状态作为一个新的字典项,加入字典
- map.Add(transition, id);
- }
- /// <summary>
- /// 从字典中删除项
- /// </summary>
- /// <param name="trans"></param>
- public void DeleteTransition(Transition trans)
- {
- // 检查是否在字典中,如果在,移除
- if (map.ContainsKey(trans))
- {
- map.Remove(trans);
- return;
- }
- //如果要删除的项不在字典中,报告错误
- Debug.LogError("FSMState ERROR: Transition passed was not on this State List");
- }
- /// <summary>
- /// 通过查询字典,确定在当前状态下,发生trans转换时,应该转换到新的状态编号并返回
- /// </summary>
- /// <param name="trans"></param>
- /// <returns></returns>
- public FSMStateID GetOutputState(Transition trans)
- {
- return map[trans];
- }
- /// <summary>
- /// 用来确定是否需要转换到其他状态,应该发生哪个转换
- /// </summary>
- /// <param name="player"></param>
- /// <param name="npc"></param>
- public abstract void Reason(Transform player, Transform npc);
- /// <summary>
- /// 定义了在本状态的角色行为,移动,动画等
- /// </summary>
- /// <param name="player"></param>
- /// <param name="npc"></param>
- public abstract void Act(Transform player, Transform npc);
- }
- using UnityEngine;
- using System.Collections;
- public class AIController : AdvancedFSM
- {
- private int health;
- public Animator animator;
- public AnimatorStateInfo stateInfo;
- public float attackCd;
- //Initialize the Finite state machine for the NPC tank
- protected override void Initialize()
- {
- health = ;
- elapsedTime = 0.0f;
- shootRate = 0.5f;
- attackCd = 0f;
- //Get the target enemy(Player)
- GameObject objPlayer = GameObject.FindGameObjectWithTag("Player");
- playerTransform = objPlayer.transform;
- if (!playerTransform)
- print("Player doesn't exist.. Please add one with Tag named 'Player'");
- animator = this.GetComponentInChildren<Animator>();
- //Start Doing the Finite State Machine
- ConstructFSM();
- }
- //Update each frame
- protected override void FSMUpdate()
- {
- //Check for health
- elapsedTime += Time.deltaTime;
- if (attackCd > )
- {
- attackCd -= Time.deltaTime;
- if (attackCd <= )
- attackCd = ;
- }
- }
- protected override void FSMFixedUpdate()
- {
- stateInfo = animator.GetCurrentAnimatorStateInfo();
- CurrentState.Reason(playerTransform, transform);
- CurrentState.Act(playerTransform, transform);
- }
- public void SetTransition(Transition t)
- {
- PerformTransition(t);
- animator.SetInteger("StateI", (int)CurrentStateID);
- }
- private void ConstructFSM()
- {
- //Get the list of points
- pointList = GameObject.FindGameObjectsWithTag("PatrolPoint");
- Transform[] waypoints = new Transform[pointList.Length];
- int i = ;
- foreach(GameObject obj in pointList)
- {
- waypoints = obj.transform;
- i++;
- }
- MoveState move = new MoveState();
- move.AddTransition(Transition.ReachPlayer,FSMStateID.Attacking);
- AttackState attack = new AttackState();
- attack.AddTransition(Transition.AttackOver,FSMStateID.Move);
- AddFSMState(move);
- AddFSMState(attack);
- }
- /// <summary>
- /// Check the collision with the bullet
- /// </summary>
- /// <param name="collision"></param>
- void OnCollisionEnter(Collision collision)
- {
- //Reduce health
- if (collision.gameObject.tag == "Bullet")
- {
- health -= ;
- if (health <= )
- {
- Debug.Log("Switch to Dead State");
- SetTransition(Transition.NoHealth);
- }
- }
- }
- // Shoot the bullet
- public void ShootBullet()
- {
- if (elapsedTime >= shootRate)
- {
- elapsedTime = 0.0f;
- }
- }
- }
- using UnityEngine;
- using System.Collections;
- public class CameraFollow : MonoBehaviour
- {
- public Transform target;
- public Vector3 offest;
- void LateUpdate()
- {
- transform.position = target.position + offest;
- }
- }
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