我正在使用var heading = target.position - player.position;
计算一个Vector3,它显示从我的敌人到我的玩家的标题,但显然当距离不同时速度会有所不同。因此,当它真的很接近它会变得非常缓慢,当它很远时它将会非常快。有没有办法让它一直保持同样的速度?我正在使用rigidbody.velocity
btw。
这是向玩家脚本的全面转变:
using UnityEngine;
using System.Collections;
public class Movement : MonoBehaviour {
public Rigidbody rb;
public bool yaonah = true;
public Transform player;
public float speed = 100;
// Use this for initialization
void Start () {
rb = GetComponent<Rigidbody>();
}
// Update is called once per frame
void Update () {
if (yaonah) {
StartCoroutine(Wait(2));
}
}
void Move()
{
Debug.Log(rb.velocity);
//Vector3 dir = Random.insideUnitCircle * 5;
var pdir = player.position - transform.position;
rb.velocity = pdir; //Player Direction
Debug.Log("HEY");
Debug.Log(pdir + "PlayerPos");
}
IEnumerator Wait(float waittime)
{
yaonah = false;
Move();
yield return new WaitForSeconds(waittime);
yaonah = true;
}
}
答案 0 :(得分:0)
所以不要使用
var pdir = player.position - transform.position;
rb.velocity = pdir; //Player Direction
尝试使用这样的东西:
var pDir = player.position - transform.position;
pDir = (1f/pDir.magniude()) * pDir; //This Vector3 has now the Length 1
rb.velocity = pDir;
//if you want to make him faster,
//multiply this vector with some value of your choice
我希望,这有助于