使用linerRender,将人物移动数据动态添加进去,同样是特殊层级让FogCamera渲染
EndCapVertices的数量越多,矩形就变为一个椭圆形的形状,更适合圆形视野探索
当拐点的两个点距离太近,LineRender会发生扭曲,解决方案是在拐点处额外新添几个点作为过渡
下面是我每次鼠标点击移动,就往LineRender里面多新填一行数据,预防拐点变形,我每次点击就新填几行无意义数据进去,超过50个,我就新生成LinerRender
if (Input.GetMouseButtonUp(0))
{
Move(Input.mousePosition);
}
if (_isCanMove)
{
transform.Translate(_dir.normalized*Time.deltaTime*_moveSpeed,Space.World);
_addLineTimer += Time.deltaTime;
if (_addLineTimer > 0.1f)
{
_addLineTimer = 0f;
AddLineRender(transform.position);
}
if (Vector3.Distance(transform.position, _targetPos) < 0.5f)
{
transform.position = _targetPos;
_isCanMove = false;
AddLineRender(transform.position);
}
}
//上面是Update里面的操作
private void AddLineRender(Vector3 pos)
{
_currentLineRenderer.positionCount = _linerIndex+1;
_currentLineRenderer.SetPosition(_linerIndex,pos);
}
//鼠标点击生成此方法
public void Move(Vector2 targetPos)
{
if (_currentLineRenderer == null)
{
GameObject go = Instantiate(meshPrefab,meshPar.transform);
go.transform.position = new Vector3(0f, 0f, 1f);
_currentLineRenderer = go.GetComponent<LineRenderer>();
_addLineTimer = 0.1f;
_linerIndex = 0;
AddLineRender(transform.position);
}
if (_linerIndex > 50)
{
GameObject go = Instantiate(meshPrefab,meshPar.transform);
go.transform.position = new Vector3(0f, 0f, 1f);
_currentLineRenderer = go.GetComponent<LineRenderer>();
_addLineTimer = 0.1f;
_linerIndex = 0;
AddLineRender(transform.position);
_linerIndex += 1;
}
else
{
for (int i = 0; i < 3; i++)
{
AddLineRender(transform.position + new Vector3(0.01f*i, 0f, 0f));
_linerIndex += 1;
}
}
//获取移动向量,物体往此方向移动
Vector3 pos = cam.ScreenToWorldPoint(new Vector3(targetPos.x,targetPos.y,-10f));
_targetPos = new Vector3(pos.x,pos.y,-9.5f);
_dir = _targetPos - transform.position;
_isCanMove = true;