该源码是从国际服看到的,但是源码后一个致命的问题,想必不少用过寻路的开发者都遇到过,Ai运行一段时间就会出现滞后,每走一步就卡顿大概0.1秒,这里我用设置网络所有权解决了,顺便用国际友人的源码加上我对源码的一些修改,解决了卡顿问题。
源码:
local myHuman = script.Parent:WaitForChild("Humanoid")
local myRoot = script.Parent:WaitForChild("HumanoidRootPart")
local head = script.Parent:WaitForChild("Head")
local lowerTorso = script.Parent:WaitForChild("LowerTorso")
--local grab = script.Parent:WaitForChild("Grab")
--local grabAnim = myHuman:LoadAnimation(grab)
--grabAnim.Priority = Enum.AnimationPriority.Action
--local grabSound = head:WaitForChild("Attack")
--local screamSound = head:WaitForChild("Scream")
local clone = script.Parent:Clone()
--设置网络所有权,防止滞后,也就是防止NPC走一步就卡一下
for _, object in pairs(script.Parent:GetChildren()) do
if object:IsA("BasePart") then
object:SetNetworkOwner()
end
end
function walkRandomly()
local xRand = math.random(-50,50)
local zRand = math.random(-50,50)
local goal = myRoot.Position + Vector3.new(xRand,0,zRand)
local path = game:GetService("PathfindingService"):CreatePath()
path:ComputeAsync(myRoot.Position, goal)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
for _, waypoint in ipairs(waypoints) do
if waypoint.Action == Enum.PathWaypointAction.Jump then
myHuman.Jump = true
end
myHuman:MoveTo(waypoint.Position)
local timeOut = myHuman.MoveToFinished:Wait(1)
if not timeOut then
print("Got stuck")
myHuman.Jump = true
walkRandomly()
end
end
else
print("Path failed")
wait(1)
walkRandomly()
end
end
function findPath(target)
local path = game:GetService("PathfindingService"):CreatePath()
path:ComputeAsync(myRoot.Position,target.Position)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
for _, waypoint in ipairs(waypoints) do
if waypoint.Action == Enum.PathWaypointAction.Jump then
myHuman.Jump = true
end
myHuman:MoveTo(waypoint.Position)
local timeOut = myHuman.MoveToFinished:Wait(1)
if not timeOut then
myHuman.Jump = true
print("Path too long!")
findPath(target)
break
end
if checkSight(target) then
repeat
print("Moving directly to the target")
myHuman:MoveTo(target.Position)
attack(target)
wait(0.1)
if target == nil then
break
elseif target.Parent == nil then
break
end
until checkSight(target) == false or myHuman.Health < 1 or target.Parent.Humanoid.Health < 1
break
end
if (myRoot.Position - waypoints[1].Position).magnitude > 20 then
print("Target has moved, generating new path")
findPath(target)
break
end
end
end
end
function checkSight(target)
local ray = Ray.new(myRoot.Position, (target.Position - myRoot.Position).Unit * 40)
local hit,position = workspace:FindPartOnRayWithIgnoreList(ray, {script.Parent})
if hit then
if hit:IsDescendantOf(target.Parent) and math.abs(hit.Position.Y - myRoot.Position.Y) < 3 then
print("I can see the target")
return true
end
end
return false
end
function findTarget()
local dist = 50
local target = nil
local potentialTargets = {}
local seeTargets = {}
for i,v in ipairs(workspace:GetChildren()) do
local human = v:FindFirstChild("Humanoid")
local torso = v:FindFirstChild("Torso") or v:FindFirstChild("HumanoidRootPart")
if human and torso and v.Name ~= script.Parent.Name then
if (myRoot.Position - torso.Position).magnitude < dist and human.Health > 0 then
table.insert(potentialTargets,torso)
end
end
end
if #potentialTargets > 0 then
for i,v in ipairs(potentialTargets) do
if checkSight(v) then
table.insert(seeTargets, v)
elseif #seeTargets == 0 and (myRoot.Position - v.Position).magnitude < dist then
target = v
dist = (myRoot.Position - v.Position).magnitude
end
end
end
if #seeTargets > 0 then
dist = 200
for i,v in ipairs(seeTargets) do
if (myRoot.Position - v.Position).magnitude < dist then
target = v
dist = (myRoot.Position - v.Position).magnitude
end
end
end
if target then
if math.random(20) == 1 then
--screamSound:Play()
end
end
return target
end
function attack(target)
if (myRoot.Position - target.Position).magnitude < 5 then
--grabAnim:Play()
--grabSound:Play()
if target.Parent ~= nil then
target.Parent.Humanoid:TakeDamage(25)
end
wait(0.4)
end
end
function died()
wait(5)
clone.Parent = workspace
game:GetService("Debris"):AddItem(script.Parent,0.1)
end
myHuman.Died:Connect(died)
lowerTorso.Touched:Connect(function(obj)
if not obj.Parent:FindFirstChild("Humanoid") then
myHuman.Jump = true
end
end)
function main()
local target = findTarget()
if target then
myHuman.WalkSpeed = 16
findPath(target)
else
myHuman.WalkSpeed = 8
walkRandomly()
end
end
while wait(0.1) do
if myHuman.Health < 1 then
break
end
main()
end
解决滞后的代码:
--设置网络所有权,防止滞后,也就是防止NPC走一步就卡一下
for _, object in pairs(script.Parent:GetChildren()) do
if object:IsA("BasePart") then
object:SetNetworkOwner()
end
end
AI源码经过本人修改过小部分,目的是不需要加入任何东西就能让AI跑起来,解决滞后的代码是自己加进去的。
感谢国际友人AI源码,源码原帖子:https://devforum.roblox.com/t/my-pathfinding-zombie-does-not-work/1234091