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using System.Collections.Generic;
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using Game.Plugins.App.Game.RVO;
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using Game.Plugins.App.Util;
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using Game.Plugins.JNGame.Sync.Frame.AStar.Util;
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using Game.Plugins.JNGame.Sync.Frame.AstarPath.RVO;
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using Pathfinding.Examples;
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using Pathfinding.RVO;
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using Script.battle;
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using UnityEngine;
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namespace Game.Script.battle.mode.Example11_RVO
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{
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public enum GRVO01WorldModeType {
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Circle,
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Line,
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Point,
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RandomStreams,
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Crossing
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}
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public class GRVO01WorldMode : GBaseMode<Object>
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{
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/// <summary>Number of agents created at start</summary>
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public int agentCount = 100;
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/// <summary>All agents handled by this script</summary>
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List<JNIAgent> agents;
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/// <summary>Goals for each agent</summary>
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List<Vector3> goals;
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/// <summary>Color for each agent</summary>
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List<Color> colors;
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/// <summary>
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/// How large is the area where agents are placed.
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/// For e.g the circle example, it corresponds
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/// </summary>
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public float exampleScale = 100;
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/// <summary>Agent radius</summary>
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private float radius = 3;
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/// <summary>Max speed for an agent</summary>
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private float maxSpeed = 10;
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/// <summary>
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/// Offset from the agent position the actual drawn postition.
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/// Used to get rid of z-buffer issues
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/// </summary>
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public Vector3 renderingOffset = Vector3.up*0.1f;
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private GRVO01WorldModeType _type = GRVO01WorldModeType.Circle;
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Vector3[] verts;
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Vector2[] uv;
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int[] tris;
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Color[] meshColors;
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Vector2[] interpolatedVelocities;
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Vector2[] interpolatedRotations;
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/// <summary>How far in the future too look for agents</summary>
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public float agentTimeHorizon = 10;
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[HideInInspector]
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/// <summary>How far in the future too look for obstacles</summary>
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public float obstacleTimeHorizon = 10;
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/// <summary>Max number of neighbour agents to take into account</summary>
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public int maxNeighbours = 10;
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public JNRVOSimulator Simulator => GetComponent<JNGRVOManager>().Simulator;
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/// <summary>Mesh for rendering</summary>
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Mesh mesh;
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public override void OnSyncLoad()
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{
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base.OnSyncLoad();
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mesh = new Mesh();
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GetComponentInChildren<MeshFilter>().mesh = mesh;
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CreateAgents(agentCount);
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}
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/// <summary>Create a number of agents in circle and restart simulation</summary>
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public void CreateAgents (int num) {
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this.agentCount = num;
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agents = new List<JNIAgent>(agentCount);
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goals = new List<Vector3>(agentCount);
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colors = new List<Color>(agentCount);
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Simulator.ClearAgents();
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if (_type == GRVO01WorldModeType.Circle) {
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float circleRad = Mathf.Sqrt(agentCount * radius * radius * 4 / Mathf.PI) * exampleScale * 0.05f;
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for (int i = 0; i < agentCount; i++) {
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Vector3 pos = new Vector3(Mathf.Cos(i * Mathf.PI * 2.0f / agentCount), 0, Mathf.Sin(i * Mathf.PI * 2.0f / agentCount)) * circleRad * (1 + JNRandom.value * 0.01f);
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JNIAgent agent = Simulator.AddAgent(new Vector2(pos.x, pos.z), pos.y);
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agents.Add(agent);
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goals.Add(-pos);
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colors.Add(AstarMath.HSVToRGB(i * 360.0f / agentCount, 0.8f, 0.6f));
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}
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} else if (_type == GRVO01WorldModeType.Line) {
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for (int i = 0; i < agentCount; i++) {
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Vector3 pos = new Vector3((i % 2 == 0 ? 1 : -1) * exampleScale, 0, (i / 2) * radius * 2.5f);
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JNIAgent agent = Simulator.AddAgent(new Vector2(pos.x, pos.z), pos.y);
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agents.Add(agent);
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goals.Add(new Vector3(-pos.x, pos.y, pos.z));
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colors.Add(i % 2 == 0 ? Color.red : Color.blue);
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}
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} else if (_type == GRVO01WorldModeType.Point) {
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for (int i = 0; i < agentCount; i++) {
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Vector3 pos = new Vector3(Mathf.Cos(i * Mathf.PI * 2.0f / agentCount), 0, Mathf.Sin(i * Mathf.PI * 2.0f / agentCount)) * exampleScale;
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JNIAgent agent = Simulator.AddAgent(new Vector2(pos.x, pos.z), pos.y);
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agents.Add(agent);
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goals.Add(new Vector3(0, pos.y, 0));
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colors.Add(AstarMath.HSVToRGB(i * 360.0f / agentCount, 0.8f, 0.6f));
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}
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} else if (_type == GRVO01WorldModeType.RandomStreams) {
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float circleRad = Mathf.Sqrt(agentCount * radius * radius * 4 / Mathf.PI) * exampleScale * 0.05f;
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for (int i = 0; i < agentCount; i++) {
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float angle = JNRandom.value * Mathf.PI * 2.0f;
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float targetAngle = JNRandom.value * Mathf.PI * 2.0f;
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Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * uniformDistance(circleRad);
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JNIAgent agent = Simulator.AddAgent(new Vector2(pos.x, pos.z), pos.y);
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agents.Add(agent);
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goals.Add(new Vector3(Mathf.Cos(targetAngle), 0, Mathf.Sin(targetAngle)) * uniformDistance(circleRad));
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colors.Add(AstarMath.HSVToRGB(targetAngle * Mathf.Rad2Deg, 0.8f, 0.6f));
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}
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} else if (_type == GRVO01WorldModeType.Crossing) {
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float distanceBetweenGroups = exampleScale * radius * 0.5f;
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int directions = (int)Mathf.Sqrt(agentCount / 25f);
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directions = Mathf.Max(directions, 2);
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const int AgentsPerDistance = 10;
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for (int i = 0; i < agentCount; i++) {
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float angle = ((i % directions)/(float)directions) * Mathf.PI * 2.0f;
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var dist = distanceBetweenGroups * ((i/(directions*AgentsPerDistance) + 1) + 0.3f*JNRandom.value);
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Vector3 pos = new Vector3(Mathf.Cos(angle), 0, Mathf.Sin(angle)) * dist;
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JNIAgent agent = Simulator.AddAgent(new Vector2(pos.x, pos.z), pos.y);
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agent.Priority = (i % directions) == 0 ? 1 : 0.01f;
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agents.Add(agent);
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goals.Add(-pos.normalized * distanceBetweenGroups * 3);
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colors.Add(AstarMath.HSVToRGB(angle * Mathf.Rad2Deg, 0.8f, 0.6f));
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}
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}
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SetAgentSettings();
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verts = new Vector3[4*agents.Count];
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uv = new Vector2[verts.Length];
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tris = new int[agents.Count*2*3];
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meshColors = new Color[verts.Length];
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}
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void SetAgentSettings () {
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for (int i = 0; i < agents.Count; i++) {
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JNIAgent agent = agents[i];
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agent.Radius = radius;
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agent.AgentTimeHorizon = agentTimeHorizon;
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agent.ObstacleTimeHorizon = obstacleTimeHorizon;
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agent.MaxNeighbours = maxNeighbours;
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// agent.DebugDraw = i == 0 && debug;
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}
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}
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private float uniformDistance (float radius) {
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float v = JNRandom.value + JNRandom.value;
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if (v > 1) return radius * (2-v);
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else return radius * v;
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}
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public override void OnSyncUpdate(int dt, JNFrameInfo frame, Object input)
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{
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base.OnSyncUpdate(dt, frame, input);
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if (agents == null || mesh == null) return;
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if (agents.Count != goals.Count) {
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Debug.LogError("Agent count does not match goal count");
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return;
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}
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SetAgentSettings();
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// Make sure the array is large enough
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if (interpolatedVelocities == null || interpolatedVelocities.Length < agents.Count) {
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var velocities = new Vector2[agents.Count];
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var directions = new Vector2[agents.Count];
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// Copy over the old velocities
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if (interpolatedVelocities != null) for (int i = 0; i < interpolatedVelocities.Length; i++) velocities[i] = interpolatedVelocities[i];
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if (interpolatedRotations != null) for (int i = 0; i < interpolatedRotations.Length; i++) directions[i] = interpolatedRotations[i];
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interpolatedVelocities = velocities;
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interpolatedRotations = directions;
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}
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for (int i = 0; i < agents.Count; i++) {
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JNIAgent agent = agents[i];
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// Move agent
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// This is the responsibility of this script, not the RVO system
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Vector2 pos = agent.Position;
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var deltaPosition = Vector2.ClampMagnitude(agent.CalculatedTargetPoint - pos, agent.CalculatedSpeed * GetSync().Time.deltaTime);
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pos += deltaPosition;
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agent.Position = pos;
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// All agents are on the same plane
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agent.ElevationCoordinate = 0;
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// Set the desired velocity for all agents
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var target = new Vector2(goals[i].x, goals[i].z);
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var dist = (target - pos).magnitude;
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agent.SetTarget(target, Mathf.Min(dist, maxSpeed), maxSpeed*1.1f);
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interpolatedVelocities[i] += deltaPosition;
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if (interpolatedVelocities[i].magnitude > maxSpeed*0.1f) {
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interpolatedVelocities[i] = Vector2.ClampMagnitude(interpolatedVelocities[i], maxSpeed*0.1f);
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interpolatedRotations[i] = Vector2.Lerp(interpolatedRotations[i], interpolatedVelocities[i], agent.CalculatedSpeed * GetSync().Time.deltaTime*4f);
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}
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//Debug.DrawRay(new Vector3(pos.x, 0, pos.y), new Vector3(interpolatedVelocities[i].x, 0, interpolatedVelocities[i].y) * 10);
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// Create a square with the "forward" direction along the agent's velocity
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Vector3 forward = new Vector3(interpolatedRotations[i].x, 0, interpolatedRotations[i].y).normalized * agent.Radius;
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if (forward == Vector3.zero) forward = new Vector3(0, 0, agent.Radius);
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Vector3 right = Vector3.Cross(Vector3.up, forward);
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Vector3 orig = new Vector3(agent.Position.x, agent.ElevationCoordinate, agent.Position.y) + renderingOffset;
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int vc = 4*i;
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int tc = 2*3*i;
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verts[vc+0] = (orig + forward - right);
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verts[vc+1] = (orig + forward + right);
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verts[vc+2] = (orig - forward + right);
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verts[vc+3] = (orig - forward - right);
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uv[vc+0] = (new Vector2(0, 1));
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uv[vc+1] = (new Vector2(1, 1));
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uv[vc+2] = (new Vector2(1, 0));
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uv[vc+3] = (new Vector2(0, 0));
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meshColors[vc+0] = colors[i];
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meshColors[vc+1] = colors[i];
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meshColors[vc+2] = colors[i];
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meshColors[vc+3] = colors[i];
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tris[tc+0] = (vc + 0);
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tris[tc+1] = (vc + 1);
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tris[tc+2] = (vc + 2);
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tris[tc+3] = (vc + 0);
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tris[tc+4] = (vc + 2);
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tris[tc+5] = (vc + 3);
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}
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//Update the mesh
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mesh.Clear();
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mesh.vertices = verts;
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mesh.uv = uv;
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mesh.colors = meshColors;
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mesh.triangles = tris;
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mesh.RecalculateNormals();
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}
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}
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}
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