質問編集履歴
2
書式の改善
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![![イメージ説明](ac0a681f26f67b8e07964a086b803ca8.png)
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![![イメージ説明](ac0a681f26f67b8e07964a086b803ca8.png)
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@@ -481,3 +481,5 @@
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ユニットはランダムに移動しているのですが、ユニットの「不満値」というパラメータが100になると、他のユニットの隣接に移動して、攻撃する、という実装にしようと思っていました。
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ユニットが移動するスクリプトはUnit_RandomWalk.csというスクリプトです。すべてのユニットにこのスクリプトがアタッチされています。
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目的のユニットが移動するたびに経路が再計算されるため、上記の図のように、ぐらぐらと揺れながら移動してしまっています。
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スクリプトの追加・説明の編集
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using UnityEngine;
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using System.Linq;
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namespace UtilityModule
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{
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public class Moving_from_PositionA_to_PositionB : MonoBehaviour
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{
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private int map_Width = 100;
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private int map_Height = 100;
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private ChessboardPathFinder pathFinder;
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public List<Vector2> moveList = new List<Vector2>();
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private float speed = 2.5f;
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public bool stoped_Movement;
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//始動したコルーチンを覚えておくためのフィールドを追加し...
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private Coroutine movementAction;
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void Awake()
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{
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pathFinder = new ChessboardPathFinder(map_Width, map_Height);
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}
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public bool Find_Path(Vector2Int startPosition,Vector2Int goalPosition)
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{
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bool pathFound = pathFinder.FindPath(startPosition, goalPosition);
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return pathFound;
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}
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public void Start_MovementAction()
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{
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//コルーチン始動時にそれを保存
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movementAction = StartCoroutine(Move());
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}
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//そして覚えておいたコルーチンを停止するためのメソッドを用意
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public void Stop_MovementAction()
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{
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if (movementAction != null)
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{
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StopCoroutine(movementAction);
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moveList.Clear();
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}
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}
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IEnumerator Move()
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{
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foreach (Vector2Int position in pathFinder.Path.Skip(1))
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{
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Vector2 pos = new Vector3(position.x, position.y);
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moveList.Add(pos);
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}
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Vector2 unitPos = new Vector2(gameObject.transform.position.x, gameObject.transform.position.y);
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if(moveList.Contains(unitPos))
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{
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moveList.Remove(unitPos);
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}
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int count = 0;
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while (true)
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{
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if(stoped_Movement)
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{
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break;
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}
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gameObject.transform.position = Vector2.MoveTowards(gameObject.transform.position, moveList[count], speed * Time.deltaTime);
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if (count < moveList.Count - 1)
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{
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count++;
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}
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if (gameObject.transform.position == (Vector3)moveList[moveList.Count - 1])
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{
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break;
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}
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yield return null;
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}
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}
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}
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}
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```
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```C#
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using
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Module_of_Unit;
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n
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using UtilityModule;
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namespace Module_of_Berserkermode
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{
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public class
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public class Berserkermode : MonoBehaviour
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{
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private Unit_RandomWalk unit_RandomWalk;
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private Unit gameObjectUnit;
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private Moving_from_PositionA_to_PositionB moving_From_PositionA_To_PositionB;
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private Unit_RandomWalk unit_RandomWalk_SelectedUnit;
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private GameObject selectedUnit;
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private bool get_Distance;
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private bool switched_Berserkermode;
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//前回のUpdateで調べたターゲットの位置を保存するためのフィールドを追加
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private Vector2Int latestTargetPos;
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private void Awake()
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{
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unit_RandomWalk = gameObject.GetComponent<Unit_RandomWalk>();
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gameObjectUnit = gameObject.GetComponent<Unit>();
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moving_From_PositionA_To_PositionB = gameObject.GetComponent<Moving_from_PositionA_to_PositionB>();
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}
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public void Action()
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{
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//不満値が100%になったら、ランダム移動を停止する
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unit_RandomWalk.Stop_RandomWalk();
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Invoke("Go", 1);
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}
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private void Go()
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{
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//ランダムに対象を選択する
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int random = Random.Range(0, gameObjectUnit.playerOwnedUnits_List.Count);
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selectedUnit = gameObjectUnit.playerOwnedUnits_List[random];
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unit_RandomWalk_SelectedUnit = selectedUnit.GetComponent<Unit_RandomWalk>();
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get_Distance = true;
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switched_Berserkermode = true;
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//対象がいた座標に向かって移動する
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Go_To_TargetUnit();
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}
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private void Update()
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{
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if(get_Distance)
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{
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//このユニットと対象のユニットの距離が、5タイル以内に入ったら、対象のユニットの移動を停止する
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float distanse = Vector2.Distance(gameObject.transform.position, selectedUnit.transform.position);
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if (distanse <= 3)
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{
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unit_RandomWalk_SelectedUnit.Stop_RandomWalk();
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int x = Mathf.RoundToInt(unit_RandomWalk_SelectedUnit.transform.position.x);
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int y = Mathf.RoundToInt(unit_RandomWalk_SelectedUnit.transform.position.y);
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unit_RandomWalk_SelectedUnit.transform.position = new Vector3(x, y, 0);
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}
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}
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//対象のユニットが存在していた座標に到達したら、また移動する
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/*
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if (switched_Berserkermode && gameObject.transform.position == (Vector3)moving_From_PositionA_To_PositionB.moveList[moving_From_PositionA_To_PositionB.moveList.Count - 1])
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{
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Go_To_TargetUnit();
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}
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*/
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if (switched_Berserkermode)
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{
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//現在のターゲットの位置を調べ...
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Vector2Int targetPos = new Vector2Int((int)selectedUnit.transform.position.x, (int)selectedUnit.transform.position.y);
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//敵の位置に変化があったら...
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if (
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if (targetPos != latestTargetPos)
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346
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123
347
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{
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124
348
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349
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//現在動作中の移動コルーチンは中止し、目的地への経路を再計算
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350
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latestTargetPos = targetPos;
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125
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Stop_Movement();
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Go_To_TargetUnit();
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126
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}
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128
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}
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}
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|
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|
365
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void Stop_Movement()
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132
|
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366
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|
133
|
-
|
367
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{
|
134
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368
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|
135
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-
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369
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moving_From_PositionA_To_PositionB.Stop_MovementAction();
|
136
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-
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370
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137
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-
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371
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}
|
372
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|
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|
374
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|
138
|
-
|
375
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void Go_To_TargetUnit()
|
376
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+
|
139
|
-
|
377
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{
|
378
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+
|
140
|
-
|
379
|
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//moving_From_PositionA_To_PositionB.moveList.Clear();
|
380
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+
|
381
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+
|
382
|
+
|
383
|
+
Vector2Int startPos = new Vector2Int((int)gameObject.transform.position.x, (int)gameObject.transform.position.y);
|
384
|
+
|
385
|
+
Vector2Int goalPos = new Vector2Int((int)selectedUnit.transform.position.x, (int)selectedUnit.transform.position.y);
|
386
|
+
|
387
|
+
|
388
|
+
|
389
|
+
Vector2Int up = new Vector2Int(goalPos.x, goalPos.y + 1);
|
390
|
+
|
391
|
+
Vector2Int down = new Vector2Int(goalPos.x, goalPos.y - 1);
|
392
|
+
|
393
|
+
Vector2Int right = new Vector2Int(goalPos.x + 1, goalPos.y);
|
394
|
+
|
395
|
+
Vector2Int left = new Vector2Int(goalPos.x - 1, goalPos.y);
|
396
|
+
|
397
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+
|
398
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+
|
399
|
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float up_Distance = Vector2.Distance(startPos, up);
|
400
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+
|
401
|
+
float down_Distance = Vector2.Distance(startPos, down);
|
402
|
+
|
403
|
+
float right_Distance = Vector2.Distance(startPos, right);
|
404
|
+
|
405
|
+
float left_Distance = Vector2.Distance(startPos, left);
|
406
|
+
|
407
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+
|
408
|
+
|
409
|
+
float min = Mathf.Min(up_Distance, down_Distance, right_Distance, left_Distance);
|
410
|
+
|
411
|
+
|
412
|
+
|
413
|
+
if(min == up_Distance)
|
414
|
+
|
415
|
+
{
|
416
|
+
|
417
|
+
goalPos = up;
|
418
|
+
|
419
|
+
}
|
420
|
+
|
421
|
+
|
422
|
+
|
423
|
+
if (min == down_Distance)
|
424
|
+
|
425
|
+
{
|
426
|
+
|
427
|
+
goalPos = down;
|
428
|
+
|
429
|
+
}
|
430
|
+
|
431
|
+
|
432
|
+
|
433
|
+
if (min == right_Distance)
|
434
|
+
|
435
|
+
{
|
436
|
+
|
141
|
-
|
437
|
+
goalPos = right;
|
438
|
+
|
439
|
+
}
|
440
|
+
|
441
|
+
|
442
|
+
|
443
|
+
if (min == left_Distance)
|
444
|
+
|
445
|
+
{
|
446
|
+
|
447
|
+
goalPos = left;
|
448
|
+
|
449
|
+
}
|
450
|
+
|
451
|
+
|
452
|
+
|
453
|
+
if (moving_From_PositionA_To_PositionB.Find_Path(startPos, goalPos))
|
454
|
+
|
455
|
+
{
|
456
|
+
|
457
|
+
moving_From_PositionA_To_PositionB.Start_MovementAction();
|
142
458
|
|
143
459
|
}
|
144
460
|
|
@@ -148,258 +464,20 @@
|
|
148
464
|
|
149
465
|
}
|
150
466
|
|
151
|
-
|
152
|
-
|
153
467
|
```
|
154
468
|
|
155
|
-
```C#
|
156
|
-
|
157
|
-
using System.Collections;
|
158
|
-
|
159
|
-
using System.Collections.Generic;
|
160
|
-
|
161
|
-
using UnityEngine;
|
162
|
-
|
163
|
-
using Module_of_Unit;
|
164
|
-
|
165
|
-
using UtilityModule;
|
166
|
-
|
167
|
-
|
168
|
-
|
169
|
-
namespace Module_of_Berserkermode
|
170
|
-
|
171
|
-
{
|
172
|
-
|
173
|
-
public class Berserkermode : MonoBehaviour
|
174
|
-
|
175
|
-
{
|
176
|
-
|
177
|
-
private Unit_RandomWalk unit_RandomWalk;
|
178
|
-
|
179
|
-
private Unit gameObjectUnit;
|
180
|
-
|
181
|
-
private Moving_from_PositionA_to_PositionB moving_From_PositionA_To_PositionB;
|
182
|
-
|
183
|
-
|
184
|
-
|
185
|
-
private Unit_RandomWalk unit_RandomWalk_SelectedUnit;
|
186
|
-
|
187
|
-
private GameObject selectedUnit;
|
188
|
-
|
189
|
-
|
190
|
-
|
191
|
-
private bool get_Distance;
|
192
|
-
|
193
|
-
|
194
|
-
|
195
|
-
private bool switched_Berserkermode;
|
196
|
-
|
197
|
-
|
198
|
-
|
199
|
-
private void Awake()
|
200
|
-
|
201
|
-
{
|
202
|
-
|
203
|
-
unit_RandomWalk = gameObject.GetComponent<Unit_RandomWalk>();
|
204
|
-
|
205
|
-
gameObjectUnit = gameObject.GetComponent<Unit>();
|
206
|
-
|
207
|
-
moving_From_PositionA_To_PositionB = gameObject.GetComponent<Moving_from_PositionA_to_PositionB>();
|
208
|
-
|
209
|
-
}
|
210
|
-
|
211
|
-
|
212
|
-
|
213
|
-
public void Action()
|
214
|
-
|
215
|
-
{
|
216
|
-
|
217
|
-
//不満値が100%になったら、ランダム移動を停止する
|
218
|
-
|
219
|
-
unit_RandomWalk.stoped_RandomWalk = true;
|
220
|
-
|
221
|
-
|
222
|
-
|
223
|
-
Invoke("Go", 1);
|
224
|
-
|
225
|
-
}
|
226
|
-
|
227
|
-
|
228
|
-
|
229
|
-
private void Go()
|
230
|
-
|
231
|
-
{
|
232
|
-
|
233
|
-
//ランダムに対象を選択する
|
234
|
-
|
235
|
-
int random = Random.Range(0, gameObjectUnit.playerOwnedUnits_List.Count);
|
236
|
-
|
237
|
-
selectedUnit = gameObjectUnit.playerOwnedUnits_List[random];
|
238
|
-
|
239
|
-
unit_RandomWalk_SelectedUnit = selectedUnit.GetComponent<Unit_RandomWalk>();
|
240
|
-
|
241
|
-
get_Distance = true;
|
242
|
-
|
243
|
-
switched_Berserkermode = true;
|
244
|
-
|
245
|
-
|
246
|
-
|
247
|
-
//対象がいた座標に向かって移動する
|
248
|
-
|
249
|
-
Go_To_TargetUnit();
|
250
|
-
|
251
|
-
}
|
252
|
-
|
253
|
-
|
254
|
-
|
255
|
-
private void Update()
|
256
|
-
|
257
|
-
{
|
258
|
-
|
259
|
-
if(get_Distance)
|
260
|
-
|
261
|
-
{
|
262
|
-
|
263
|
-
//このユニットと対象のユニットの距離が、5タイル以内に入ったら、対象のユニットの移動を停止する
|
264
|
-
|
265
|
-
float distanse = Vector2.Distance(gameObject.transform.position, selectedUnit.transform.position);
|
266
|
-
|
267
|
-
if (distanse <= 3)
|
268
|
-
|
269
|
-
{
|
270
|
-
|
271
|
-
unit_RandomWalk_SelectedUnit.stoped_RandomWalk = true;
|
272
|
-
|
273
|
-
int x = Mathf.RoundToInt(unit_RandomWalk_SelectedUnit.transform.position.x);
|
274
|
-
|
275
|
-
int y = Mathf.RoundToInt(unit_RandomWalk_SelectedUnit.transform.position.y);
|
276
|
-
|
277
|
-
unit_RandomWalk_SelectedUnit.transform.position = new Vector3(x, y, 0);
|
278
|
-
|
279
|
-
}
|
280
|
-
|
281
|
-
}
|
282
|
-
|
283
|
-
|
284
|
-
|
285
|
-
//対象のユニットが存在していた座標に到達したら、また移動する
|
286
|
-
|
287
|
-
if (switched_Berserkermode && gameObject.transform.position == (Vector3)moving_From_PositionA_To_PositionB.moveList[moving_From_PositionA_To_PositionB.moveList.Count - 1])
|
288
|
-
|
289
|
-
{
|
290
|
-
|
291
|
-
Go_To_TargetUnit();
|
292
|
-
|
293
|
-
}
|
294
|
-
|
295
|
-
}
|
296
|
-
|
297
|
-
|
298
|
-
|
299
|
-
void Go_To_TargetUnit()
|
300
|
-
|
301
|
-
{
|
302
|
-
|
303
|
-
moving_From_PositionA_To_PositionB.moveList.Clear();
|
304
|
-
|
305
|
-
|
306
|
-
|
307
|
-
Vector2Int startPos = new Vector2Int((int)gameObject.transform.position.x, (int)gameObject.transform.position.y);
|
308
|
-
|
309
|
-
Vector2Int goalPos = new Vector2Int((int)selectedUnit.transform.position.x, (int)selectedUnit.transform.position.y);
|
310
|
-
|
311
|
-
|
312
|
-
|
313
|
-
Vector2Int up = new Vector2Int(goalPos.x, goalPos.y + 1);
|
314
|
-
|
315
|
-
Vector2Int down = new Vector2Int(goalPos.x, goalPos.y - 1);
|
316
|
-
|
317
|
-
Vector2Int right = new Vector2Int(goalPos.x + 1, goalPos.y);
|
318
|
-
|
319
|
-
Vector2Int left = new Vector2Int(goalPos.x - 1, goalPos.y);
|
320
|
-
|
321
|
-
|
322
|
-
|
323
|
-
float up_Distance = Vector2.Distance(startPos, up);
|
324
|
-
|
325
|
-
float down_Distance = Vector2.Distance(startPos, down);
|
326
|
-
|
327
|
-
float right_Distance = Vector2.Distance(startPos, right);
|
328
|
-
|
329
|
-
float left_Distance = Vector2.Distance(startPos, left);
|
330
|
-
|
331
|
-
|
332
|
-
|
333
|
-
float min = Mathf.Min(up_Distance, down_Distance, right_Distance, left_Distance);
|
334
|
-
|
335
|
-
|
336
|
-
|
337
|
-
if(min == up_Distance)
|
338
|
-
|
339
|
-
{
|
340
|
-
|
341
|
-
goalPos = up;
|
342
|
-
|
343
|
-
}
|
344
|
-
|
345
|
-
|
346
|
-
|
347
|
-
if (min == down_Distance)
|
348
|
-
|
349
|
-
{
|
350
|
-
|
351
|
-
goalPos = down;
|
352
|
-
|
353
|
-
}
|
354
|
-
|
355
|
-
|
356
|
-
|
357
|
-
if (min == right_Distance)
|
358
|
-
|
359
|
-
{
|
360
|
-
|
361
|
-
goalPos = right;
|
362
|
-
|
363
|
-
}
|
364
|
-
|
365
|
-
|
366
|
-
|
367
|
-
if (min == left_Distance)
|
368
|
-
|
369
|
-
{
|
370
|
-
|
371
|
-
goalPos = left;
|
372
|
-
|
373
|
-
}
|
374
|
-
|
375
|
-
|
376
|
-
|
377
|
-
if (moving_From_PositionA_To_PositionB.Find_Path(startPos, goalPos))
|
378
|
-
|
379
|
-
{
|
380
|
-
|
381
|
-
moving_From_PositionA_To_PositionB.Start_MovementAction();
|
382
|
-
|
383
|
-
}
|
384
|
-
|
385
|
-
}
|
386
|
-
|
387
|
-
}
|
388
|
-
|
389
|
-
}
|
390
|
-
|
391
|
-
|
392
|
-
|
393
|
-
```
|
394
|
-
|
395
|
-
|
396
|
-
|
397
469
|
|
398
470
|
|
399
471
|
### 試したこと
|
400
472
|
|
401
473
|
|
402
474
|
|
403
|
-
[
|
475
|
+
![![イメージ説明](ac0a681f26f67b8e07964a086b803ca8.png)](6cd8d382d3f3084a1fd6e86ede1bce7c.png)
|
476
|
+
|
477
|
+
|
478
|
+
|
404
|
-
|
479
|
+
【回答を追記・編集しました】
|
480
|
+
|
405
|
-
|
481
|
+
ユニットはランダムに移動しているのですが、ユニットの「不満値」というパラメータが100になると、他のユニットの隣接に移動して、攻撃する、という実装にしようと思っていました。
|
482
|
+
|
483
|
+
ユニットが移動するスクリプトはUnit_RandomWalk.csというスクリプトです。すべてのユニットにこのスクリプトがアタッチされています。
|