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;