一种计算路径的服务。
Key Concepts (关键概念) | Details (详情) |
---|---|
PathfindingService | 一种计算路径的服务。 |
Path | 表示已计算路径的对象。 |
Waypoints | 角色将要遵循的路径上的点。 |
Agent Parameters | 定义角色移动能力和限制的参数(例如,半径、高度、跳跃高度)。 |
Blocked Event | 路径被阻挡时触发的事件。 |
StatusChanged Event | 路径状态改变时触发的事件。 |
定义起点和终点
Roblox Studio
local PathfindingService = game:GetService("PathfindingService")
local character = workspace:WaitForChild("NPC")
local humanoid = character:WaitForChild("Humanoid")
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
humanoidRootPart.Anchored = false
-- Get the NPC's start position
local startPoint
if character.PrimaryPart then
startPoint = character.PrimaryPart.Position
elseif character:FindFirstChild("HumanoidRootPart") then
startPoint = character.HumanoidRootPart.Position
else
error("No valid part found to determine the NPC's position")
end
local endPoint = workspace.End.Position
创建路径
-- Create a path object
local path = PathfindingService:CreatePath({
AgentRadius = 2,
AgentHeight = 5,
AgentCanJump = true,
AgentJumpHeight = 10,
AgentMaxSlope = 45,
})
计算路径
-- Compute the path
path:ComputeAsync(startPoint, endPoint)
-- Check the path's status
if path.Status == Enum.PathStatus.Success then
print("Path successfully computed.")
elseif path.Status == Enum.PathStatus.NoPath then
print("No path could be found.")
elseif path.Status == Enum.PathStatus.Fail then
print("Path computation failed.")
end
可视化路径
-- Visualize the path
local waypoints = path:GetWaypoints()
for _, waypoint in ipairs(waypoints) do
local part = Instance.new("Part")
part.Shape = Enum.PartType.Ball
part.Material = Enum.Material.Neon
part.Color = Color3.fromRGB(0, 255, 0)
part.Size = Vector3.new(0.5, 0.5, 0.5)
part.Position = waypoint.Position
part.Anchored = true
part.CanCollide = false
part.Parent = workspace
end
Roblox Studio
沿路径移动 NPC
-- Move the character along the path
for _, waypoint in ipairs(waypoints) do
print(waypoint.Position)
print(humanoid)
humanoid:MoveTo(waypoint.Position)
humanoid.MoveToFinished:Wait()
end
print("Character has followed the path.")
Roblox Studio
示例:完整代码
local PathfindingService = game:GetService("PathfindingService")
local character = workspace:WaitForChild("NPC")
local humanoid = character:WaitForChild("Humanoid")
local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
humanoidRootPart.Anchored = false
-- Get the NPC's start position
local startPoint
if character.PrimaryPart then
startPoint = character.PrimaryPart.Position
elseif character:FindFirstChild("HumanoidRootPart") then
startPoint = character.HumanoidRootPart.Position
else
error("No valid part found to determine the NPC's position")
end
local endPoint = workspace.End.Position
-- Create a path object
local path = PathfindingService:CreatePath({
AgentRadius = 2,
AgentHeight = 5,
AgentCanJump = true,
AgentJumpHeight = 10,
AgentMaxSlope = 45,
})
-- Compute the path
path:ComputeAsync(startPoint, endPoint)
-- Check the path's status
if path.Status == Enum.PathStatus.Success then
print("Path successfully computed.")
elseif path.Status == Enum.PathStatus.NoPath then
print("No path could be found.")
elseif path.Status == Enum.PathStatus.Fail then
print("Path computation failed.")
end
-- Handle path being blocked during movement
path.Blocked:Connect(function(blockedWaypointIndex)
print("Path is blocked at waypoint index:", blockedWaypointIndex)
end)
-- Visualize the path
local waypoints = path:GetWaypoints()
for _, waypoint in ipairs(waypoints) do
local part = Instance.new("Part")
part.Shape = Enum.PartType.Ball
part.Material = Enum.Material.Neon
part.Color = Color3.fromRGB(0, 255, 0)
part.Size = Vector3.new(0.5, 0.5, 0.5)
part.Position = waypoint.Position
part.Anchored = true
part.CanCollide = false
part.Parent = workspace
end
-- Move the character along the path
for _, waypoint in ipairs(waypoints) do
print(waypoint.Position)
print(humanoid)
humanoid:MoveTo(waypoint.Position)
humanoid.MoveToFinished:Wait()
end
print("Character has followed the path.")