using UnityEngine; using DG.Tweening; using UnityEngine.UIElements; using System.Collections.Generic; // 引入DoTween命名空间 [System.Serializable] public class waypoints { public List _waypoints = new List(); } public class SimplePathfindingDoTween : Fun { public waypoints waypoints = new waypoints();// 预设的路径点 public float moveSpeed = 1f; // 控制移动速度的参数(更高值表示更快的速度) private int currentWaypointIndex = 0; // 当前路径点的索引 Vector3 Vector3 = new Vector3(); public void MoveToNextWaypoint(GameObject gameObject) { if (currentWaypointIndex < waypoints._waypoints.Count) { // 获取下一个路径点 Transform targetWaypoint = waypoints._waypoints[waypoints._waypoints.Count-1]; // 计算路径点之间的距离 float distance = Vector3.Distance(gameObject.transform.position, targetWaypoint.position); // 根据设置的速度计算时间 float timeToReach = distance*10 / moveSpeed; // 根据速度控制匀速移动的时间 // 使用DoTween的DOPath来平滑地移动到目标位置 Vector3[] path = new Vector3[waypoints._waypoints.Count - currentWaypointIndex]; for (int i = 0; i < path.Length; i++) { path[i] = waypoints._waypoints[currentWaypointIndex + i].position; } gameObject.transform.DOPath(path, timeToReach, PathType.Linear) .SetEase(Ease.Linear).OnUpdate(() => RotateTowardsTarget()); // 每次更新时调整旋转 } else { Debug.Log("到达终点!"); } } void RotateTowardsTarget() { Vector3 _vector3 = Vector3 - gameObject.transform.position; Vector3 = gameObject.transform.position; if (_vector3.x>0) { // 物体在目标的右边或平行,设置物体的y旋转为180°,面向左侧 gameObject.transform.rotation = Quaternion.Euler(0, 0, 0); } else { // 物体在目标的左边,设置物体的y旋转为0°,面向右侧 gameObject.transform.rotation = Quaternion.Euler(0, 180, 0); } } }