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#pragma warning disable 618
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Pathfinding.Legacy {
|
||||
using Pathfinding;
|
||||
using Pathfinding.RVO;
|
||||
|
||||
/// <summary>
|
||||
/// AI for following paths.
|
||||
/// This AI is the default movement script which comes with the A* Pathfinding Project.
|
||||
/// It is in no way required by the rest of the system, so feel free to write your own. But I hope this script will make it easier
|
||||
/// to set up movement for the characters in your game. This script is not written for high performance, so I do not recommend using it for large groups of units.
|
||||
///
|
||||
/// This script will try to follow a target transform, in regular intervals, the path to that target will be recalculated.
|
||||
/// It will on FixedUpdate try to move towards the next point in the path.
|
||||
/// However it will only move in the forward direction, but it will rotate around it's Y-axis
|
||||
/// to make it reach the target.
|
||||
///
|
||||
/// \section variables Quick overview of the variables
|
||||
/// In the inspector in Unity, you will see a bunch of variables. You can view detailed information further down, but here's a quick overview.
|
||||
/// The <see cref="repathRate"/> determines how often it will search for new paths, if you have fast moving targets, you might want to set it to a lower value.
|
||||
/// The <see cref="target"/> variable is where the AI will try to move, it can be a point on the ground where the player has clicked in an RTS for example.
|
||||
/// Or it can be the player object in a zombie game.
|
||||
/// The speed is self-explanatory, so is turningSpeed, however <see cref="slowdownDistance"/> might require some explanation.
|
||||
/// It is the approximate distance from the target where the AI will start to slow down. Note that this doesn't only affect the end point of the path
|
||||
/// but also any intermediate points, so be sure to set <see cref="forwardLook"/> and <see cref="pickNextWaypointDist"/> to a higher value than this.
|
||||
/// <see cref="pickNextWaypointDist"/> is simply determines within what range it will switch to target the next waypoint in the path.
|
||||
/// <see cref="forwardLook"/> will try to calculate an interpolated target point on the current segment in the path so that it has a distance of <see cref="forwardLook"/> from the AI
|
||||
/// Below is an image illustrating several variables as well as some internal ones, but which are relevant for understanding how it works.
|
||||
/// Note that the <see cref="forwardLook"/> range will not match up exactly with the target point practically, even though that's the goal.
|
||||
/// [Open online documentation to see images]
|
||||
/// This script has many movement fallbacks.
|
||||
/// If it finds a NavmeshController, it will use that, otherwise it will look for a character controller, then for a rigidbody and if it hasn't been able to find any
|
||||
/// it will use Transform.Translate which is guaranteed to always work.
|
||||
///
|
||||
/// Deprecated: Use the AIPath class instead. This class only exists for compatibility reasons.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Seeker))]
|
||||
[AddComponentMenu("Pathfinding/Legacy/AI/Legacy AIPath (3D)")]
|
||||
[HelpURL("https://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_legacy_1_1_legacy_a_i_path.php")]
|
||||
public class LegacyAIPath : AIPath {
|
||||
/// <summary>
|
||||
/// Target point is Interpolated on the current segment in the path so that it has a distance of <see cref="forwardLook"/> from the AI.
|
||||
/// See the detailed description of AIPath for an illustrative image
|
||||
/// </summary>
|
||||
public float forwardLook = 1;
|
||||
|
||||
/// <summary>
|
||||
/// Do a closest point on path check when receiving path callback.
|
||||
/// Usually the AI has moved a bit between requesting the path, and getting it back, and there is usually a small gap between the AI
|
||||
/// and the closest node.
|
||||
/// If this option is enabled, it will simulate, when the path callback is received, movement between the closest node and the current
|
||||
/// AI position. This helps to reduce the moments when the AI just get a new path back, and thinks it ought to move backwards to the start of the new path
|
||||
/// even though it really should just proceed forward.
|
||||
/// </summary>
|
||||
public bool closestOnPathCheck = true;
|
||||
|
||||
protected float minMoveScale = 0.05F;
|
||||
|
||||
/// <summary>Current index in the path which is current target</summary>
|
||||
protected int currentWaypointIndex = 0;
|
||||
|
||||
protected Vector3 lastFoundWaypointPosition;
|
||||
protected float lastFoundWaypointTime = -9999;
|
||||
|
||||
|
||||
public override void OnSyncLoad()
|
||||
{
|
||||
base.OnSyncLoad();
|
||||
if (rvoController != null) {
|
||||
if (rvoController is LegacyRVOController) (rvoController as LegacyRVOController).enableRotation = false;
|
||||
else Debug.LogError("The LegacyAIPath component only works with the legacy RVOController, not the latest one. Please upgrade this component", this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when a requested path has finished calculation.
|
||||
/// A path is first requested by <see cref="SearchPath"/>, it is then calculated, probably in the same or the next frame.
|
||||
/// Finally it is returned to the seeker which forwards it to this function.
|
||||
/// </summary>
|
||||
protected override void OnPathComplete (Path _p) {
|
||||
ABPath p = _p as ABPath;
|
||||
|
||||
if (p == null) throw new System.Exception("This function only handles ABPaths, do not use special path types");
|
||||
|
||||
waitingForPathCalculation = false;
|
||||
|
||||
//Claim the new path
|
||||
p.Claim(this);
|
||||
|
||||
// Path couldn't be calculated of some reason.
|
||||
// More info in p.errorLog (debug string)
|
||||
if (p.error) {
|
||||
p.Release(this);
|
||||
return;
|
||||
}
|
||||
|
||||
//Release the previous path
|
||||
if (path != null) path.Release(this);
|
||||
|
||||
//Replace the old path
|
||||
path = p;
|
||||
|
||||
//Reset some variables
|
||||
currentWaypointIndex = 0;
|
||||
reachedEndOfPath = false;
|
||||
|
||||
//The next row can be used to find out if the path could be found or not
|
||||
//If it couldn't (error == true), then a message has probably been logged to the console
|
||||
//however it can also be got using p.errorLog
|
||||
//if (p.error)
|
||||
|
||||
if (closestOnPathCheck) {
|
||||
// Simulate movement from the point where the path was requested
|
||||
// to where we are right now. This reduces the risk that the agent
|
||||
// gets confused because the first point in the path is far away
|
||||
// from the current position (possibly behind it which could cause
|
||||
// the agent to turn around, and that looks pretty bad).
|
||||
Vector3 p1 = Time.time - lastFoundWaypointTime < 0.3f ? lastFoundWaypointPosition : p.originalStartPoint;
|
||||
Vector3 p2 = GetFeetPosition();
|
||||
Vector3 dir = p2-p1;
|
||||
float magn = dir.magnitude;
|
||||
dir /= magn;
|
||||
int steps = (int)(magn/pickNextWaypointDist);
|
||||
|
||||
#if ASTARDEBUG
|
||||
Debug.DrawLine(p1, p2, Color.red, 1);
|
||||
#endif
|
||||
|
||||
for (int i = 0; i <= steps; i++) {
|
||||
CalculateVelocity(p1);
|
||||
p1 += dir;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnSyncUpdate(int dt, JNFrameInfo frame, Object input)
|
||||
{
|
||||
base.OnSyncUpdate(dt, frame, input);
|
||||
if (!canMove) { return; }
|
||||
|
||||
Vector3 dir = CalculateVelocity(GetFeetPosition());
|
||||
|
||||
//Rotate towards targetDirection (filled in by CalculateVelocity)
|
||||
RotateTowards(targetDirection);
|
||||
|
||||
if (rvoController != null) {
|
||||
rvoController.Move(dir);
|
||||
} else
|
||||
if (controller != null) {
|
||||
controller.SimpleMove(dir);
|
||||
} else if (rigid != null) {
|
||||
rigid.AddForce(dir);
|
||||
} else {
|
||||
tr.Translate(dir*Time.deltaTime, Space.World);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Relative direction to where the AI is heading.
|
||||
/// Filled in by <see cref="CalculateVelocity"/>
|
||||
/// </summary>
|
||||
protected new Vector3 targetDirection;
|
||||
|
||||
protected float XZSqrMagnitude (Vector3 a, Vector3 b) {
|
||||
float dx = b.x-a.x;
|
||||
float dz = b.z-a.z;
|
||||
|
||||
return dx*dx + dz*dz;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates desired velocity.
|
||||
/// Finds the target path segment and returns the forward direction, scaled with speed.
|
||||
/// A whole bunch of restrictions on the velocity is applied to make sure it doesn't overshoot, does not look too far ahead,
|
||||
/// and slows down when close to the target.
|
||||
/// /see speed
|
||||
/// /see endReachedDistance
|
||||
/// /see slowdownDistance
|
||||
/// /see CalculateTargetPoint
|
||||
/// /see targetPoint
|
||||
/// /see targetDirection
|
||||
/// /see currentWaypointIndex
|
||||
/// </summary>
|
||||
protected new Vector3 CalculateVelocity (Vector3 currentPosition) {
|
||||
if (path == null || path.vectorPath == null || path.vectorPath.Count == 0) return Vector3.zero;
|
||||
|
||||
List<Vector3> vPath = path.vectorPath;
|
||||
|
||||
if (vPath.Count == 1) {
|
||||
vPath.Insert(0, currentPosition);
|
||||
}
|
||||
|
||||
if (currentWaypointIndex >= vPath.Count) { currentWaypointIndex = vPath.Count-1; }
|
||||
|
||||
if (currentWaypointIndex <= 1) currentWaypointIndex = 1;
|
||||
|
||||
while (true) {
|
||||
if (currentWaypointIndex < vPath.Count-1) {
|
||||
//There is a "next path segment"
|
||||
float dist = XZSqrMagnitude(vPath[currentWaypointIndex], currentPosition);
|
||||
//Mathfx.DistancePointSegmentStrict (vPath[currentWaypointIndex+1],vPath[currentWaypointIndex+2],currentPosition);
|
||||
if (dist < pickNextWaypointDist*pickNextWaypointDist) {
|
||||
lastFoundWaypointPosition = currentPosition;
|
||||
lastFoundWaypointTime = Time.time;
|
||||
currentWaypointIndex++;
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 dir = vPath[currentWaypointIndex] - vPath[currentWaypointIndex-1];
|
||||
Vector3 targetPosition = CalculateTargetPoint(currentPosition, vPath[currentWaypointIndex-1], vPath[currentWaypointIndex]);
|
||||
|
||||
|
||||
dir = targetPosition-currentPosition;
|
||||
dir.y = 0;
|
||||
float targetDist = dir.magnitude;
|
||||
|
||||
float slowdown = Mathf.Clamp01(targetDist / slowdownDistance);
|
||||
|
||||
this.targetDirection = dir;
|
||||
|
||||
if (currentWaypointIndex == vPath.Count-1 && targetDist <= endReachedDistance) {
|
||||
if (!reachedEndOfPath) { reachedEndOfPath = true; OnTargetReached(); }
|
||||
|
||||
//Send a move request, this ensures gravity is applied
|
||||
return Vector3.zero;
|
||||
}
|
||||
|
||||
Vector3 forward = tr.forward;
|
||||
float dot = Vector3.Dot(dir.normalized, forward);
|
||||
float sp = maxSpeed * Mathf.Max(dot, minMoveScale) * slowdown;
|
||||
|
||||
#if ASTARDEBUG
|
||||
Debug.DrawLine(vPath[currentWaypointIndex-1], vPath[currentWaypointIndex], Color.black);
|
||||
Debug.DrawLine(GetFeetPosition(), targetPosition, Color.red);
|
||||
Debug.DrawRay(targetPosition, Vector3.up, Color.red);
|
||||
Debug.DrawRay(GetFeetPosition(), dir, Color.yellow);
|
||||
Debug.DrawRay(GetFeetPosition(), forward*sp, Color.cyan);
|
||||
#endif
|
||||
|
||||
if (Time.deltaTime > 0) {
|
||||
sp = Mathf.Clamp(sp, 0, targetDist/(Time.deltaTime*2));
|
||||
}
|
||||
|
||||
return forward*sp;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotates in the specified direction.
|
||||
/// Rotates around the Y-axis.
|
||||
/// See: turningSpeed
|
||||
/// </summary>
|
||||
protected void RotateTowards (Vector3 dir) {
|
||||
if (dir == Vector3.zero) return;
|
||||
|
||||
Quaternion rot = tr.rotation;
|
||||
Quaternion toTarget = Quaternion.LookRotation(dir);
|
||||
|
||||
rot = Quaternion.Slerp(rot, toTarget, turningSpeed*Time.deltaTime);
|
||||
Vector3 euler = rot.eulerAngles;
|
||||
euler.z = 0;
|
||||
euler.x = 0;
|
||||
rot = Quaternion.Euler(euler);
|
||||
|
||||
tr.rotation = rot;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates target point from the current line segment.
|
||||
/// See: <see cref="forwardLook"/>
|
||||
/// TODO: This function uses .magnitude quite a lot, can it be optimized?
|
||||
/// </summary>
|
||||
/// <param name="p">Current position</param>
|
||||
/// <param name="a">Line segment start</param>
|
||||
/// <param name="b">Line segment end
|
||||
/// The returned point will lie somewhere on the line segment.</param>
|
||||
protected Vector3 CalculateTargetPoint (Vector3 p, Vector3 a, Vector3 b) {
|
||||
a.y = p.y;
|
||||
b.y = p.y;
|
||||
|
||||
float magn = (a-b).magnitude;
|
||||
if (magn == 0) return a;
|
||||
|
||||
float closest = Mathf.Clamp01(VectorMath.ClosestPointOnLineFactor(a, b, p));
|
||||
Vector3 point = (b-a)*closest + a;
|
||||
float distance = (point-p).magnitude;
|
||||
|
||||
float lookAhead = Mathf.Clamp(forwardLook - distance, 0.0F, forwardLook);
|
||||
|
||||
float offset = lookAhead / magn;
|
||||
offset = Mathf.Clamp(offset+closest, 0.0F, 1.0F);
|
||||
return (b-a)*offset + a;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c5ac18cdd242041b6bebc0e95b624c85
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
@@ -0,0 +1,55 @@
|
||||
using UnityEngine;
|
||||
using Pathfinding;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Pathfinding.Legacy {
|
||||
using Pathfinding.RVO;
|
||||
|
||||
/// <summary>
|
||||
/// RVO Character Controller.
|
||||
/// Designed to be used as a drop-in replacement for the Unity Character Controller,
|
||||
/// it supports almost all of the same functions and fields with the exception
|
||||
/// that due to the nature of the RVO implementation, desired velocity is set in the Move function
|
||||
/// and is assumed to stay the same until something else is requested (as opposed to reset every frame).
|
||||
///
|
||||
/// For documentation of many of the variables of this class: refer to the Pathfinding.RVO.IAgent interface.
|
||||
///
|
||||
/// Note: Requires an RVOSimulator in the scene
|
||||
///
|
||||
/// See: Pathfinding.RVO.IAgent
|
||||
/// See: RVOSimulator
|
||||
///
|
||||
/// Deprecated: Use the RVOController class instead. This class only exists for compatibility reasons.
|
||||
/// </summary>
|
||||
[AddComponentMenu("Pathfinding/Legacy/Local Avoidance/Legacy RVO Controller")]
|
||||
[HelpURL("https://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_legacy_1_1_legacy_r_v_o_controller.php")]
|
||||
public class LegacyRVOController : RVOController {
|
||||
/// <summary>
|
||||
/// Layer mask for the ground.
|
||||
/// The RVOController will raycast down to check for the ground to figure out where to place the agent.
|
||||
/// </summary>
|
||||
[Tooltip("Layer mask for the ground. The RVOController will raycast down to check for the ground to figure out where to place the agent")]
|
||||
public new LayerMask mask = -1;
|
||||
|
||||
public new bool enableRotation = true;
|
||||
public new float rotationSpeed = 30;
|
||||
|
||||
public void Update () {
|
||||
if (rvoAgent == null) return;
|
||||
|
||||
RaycastHit hit;
|
||||
|
||||
Vector3 pos = tr.position + CalculateMovementDelta(Time.deltaTime);
|
||||
|
||||
if (mask != 0 && Physics.Raycast(pos + Vector3.up*height*0.5f, Vector3.down, out hit, float.PositiveInfinity, mask)) {
|
||||
pos.y = hit.point.y;
|
||||
} else {
|
||||
pos.y = 0;
|
||||
}
|
||||
|
||||
tr.position = pos + Vector3.up*(height*0.5f - center);
|
||||
|
||||
if (enableRotation && velocity != Vector3.zero) transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(velocity), Time.deltaTime * rotationSpeed * Mathf.Min(velocity.magnitude, 0.2f));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 533427594e96f4344a2564c629ef0383
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: -200
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@@ -0,0 +1,295 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Pathfinding.RVO;
|
||||
|
||||
namespace Pathfinding.Legacy {
|
||||
[RequireComponent(typeof(Seeker))]
|
||||
[AddComponentMenu("Pathfinding/Legacy/AI/Legacy RichAI (3D, for navmesh)")]
|
||||
/// <summary>
|
||||
/// Advanced AI for navmesh based graphs.
|
||||
///
|
||||
/// Deprecated: Use the RichAI class instead. This class only exists for compatibility reasons.
|
||||
/// </summary>
|
||||
[HelpURL("https://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_legacy_1_1_legacy_rich_a_i.php")]
|
||||
public class LegacyRichAI : RichAI {
|
||||
/// <summary>
|
||||
/// Use a 3rd degree equation for calculating slowdown acceleration instead of a 2nd degree.
|
||||
/// A 3rd degree equation can also make sure that the velocity when reaching the target is roughly zero and therefore
|
||||
/// it will have a more direct stop. In contrast solving a 2nd degree equation which will just make sure the target is reached but
|
||||
/// will usually have a larger velocity when reaching the target and therefore look more "bouncy".
|
||||
/// </summary>
|
||||
public bool preciseSlowdown = true;
|
||||
|
||||
public bool raycastingForGroundPlacement = false;
|
||||
|
||||
/// <summary>
|
||||
/// Current velocity of the agent.
|
||||
/// Includes eventual velocity due to gravity
|
||||
/// </summary>
|
||||
new Vector3 velocity;
|
||||
|
||||
Vector3 lastTargetPoint;
|
||||
Vector3 currentTargetDirection;
|
||||
|
||||
public override void OnSyncLoad()
|
||||
{
|
||||
base.OnSyncLoad();
|
||||
if (rvoController != null) {
|
||||
if (rvoController is LegacyRVOController) (rvoController as LegacyRVOController).enableRotation = false;
|
||||
else Debug.LogError("The LegacyRichAI component only works with the legacy RVOController, not the latest one. Please upgrade this component", this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Smooth delta time to avoid getting overly affected by e.g GC</summary>
|
||||
static float deltaTime;
|
||||
|
||||
public override void OnSyncUpdate(int dt, JNFrameInfo frame, Object input)
|
||||
{
|
||||
base.OnSyncUpdate(dt, frame, input);
|
||||
deltaTime = Mathf.Min(Time.smoothDeltaTime*2, Time.deltaTime);
|
||||
|
||||
if (richPath != null) {
|
||||
//System.Diagnostics.Stopwatch w = new System.Diagnostics.Stopwatch();
|
||||
//w.Start();
|
||||
RichPathPart pt = richPath.GetCurrentPart();
|
||||
var fn = pt as RichFunnel;
|
||||
if (fn != null) {
|
||||
//Clear buffers for reuse
|
||||
Vector3 position = UpdateTarget(fn);
|
||||
|
||||
//tr.position = ps;
|
||||
|
||||
//Only get walls every 5th frame to save on performance
|
||||
if (Time.frameCount % 5 == 0 && wallForce > 0 && wallDist > 0) {
|
||||
wallBuffer.Clear();
|
||||
fn.FindWalls(wallBuffer, wallDist);
|
||||
}
|
||||
|
||||
/*for (int i=0;i<wallBuffer.Count;i+=2) {
|
||||
* Debug.DrawLine (wallBuffer[i],wallBuffer[i+1],Color.magenta);
|
||||
* }*/
|
||||
|
||||
//Pick next waypoint if current is reached
|
||||
int tgIndex = 0;
|
||||
/*if (buffer.Count > 1) {
|
||||
* if ((buffer[tgIndex]-tr.position).sqrMagnitude < pickNextWaypointDist*pickNextWaypointDist) {
|
||||
* tgIndex++;
|
||||
* }
|
||||
* }*/
|
||||
|
||||
|
||||
//Target point
|
||||
Vector3 tg = nextCorners[tgIndex];
|
||||
Vector3 dir = tg-position;
|
||||
dir.y = 0;
|
||||
|
||||
bool passedTarget = Vector3.Dot(dir, currentTargetDirection) < 0;
|
||||
//Check if passed target in another way
|
||||
if (passedTarget && nextCorners.Count-tgIndex > 1) {
|
||||
tgIndex++;
|
||||
tg = nextCorners[tgIndex];
|
||||
}
|
||||
|
||||
if (tg != lastTargetPoint) {
|
||||
currentTargetDirection = (tg - position);
|
||||
currentTargetDirection.y = 0;
|
||||
currentTargetDirection.Normalize();
|
||||
lastTargetPoint = tg;
|
||||
//Debug.DrawRay (tr.position, Vector3.down*2,Color.blue,0.2f);
|
||||
}
|
||||
|
||||
//Direction to target
|
||||
dir = (tg-position);
|
||||
dir.y = 0;
|
||||
float magn = dir.magnitude;
|
||||
|
||||
//Write out for other scripts to read
|
||||
distanceToSteeringTarget = magn;
|
||||
|
||||
//Normalize
|
||||
dir = magn == 0 ? Vector3.zero : dir/magn;
|
||||
Vector3 normdir = dir;
|
||||
|
||||
Vector3 force = Vector3.zero;
|
||||
|
||||
if (wallForce > 0 && wallDist > 0) {
|
||||
float wLeft = 0;
|
||||
float wRight = 0;
|
||||
|
||||
for (int i = 0; i < wallBuffer.Count; i += 2) {
|
||||
Vector3 closest = VectorMath.ClosestPointOnSegment(wallBuffer[i], wallBuffer[i+1], tr.position);
|
||||
float dist = (closest-position).sqrMagnitude;
|
||||
|
||||
if (dist > wallDist*wallDist) continue;
|
||||
|
||||
Vector3 tang = (wallBuffer[i+1]-wallBuffer[i]).normalized;
|
||||
|
||||
//Using the fact that all walls are laid out clockwise (seeing from inside)
|
||||
//Then left and right (ish) can be figured out like this
|
||||
float dot = Vector3.Dot(dir, tang) * (1 - System.Math.Max(0, (2*(dist / (wallDist*wallDist))-1)));
|
||||
if (dot > 0) wRight = System.Math.Max(wRight, dot);
|
||||
else wLeft = System.Math.Max(wLeft, -dot);
|
||||
}
|
||||
|
||||
Vector3 norm = Vector3.Cross(Vector3.up, dir);
|
||||
force = norm*(wRight-wLeft);
|
||||
|
||||
//Debug.DrawRay (tr.position, force, Color.cyan);
|
||||
}
|
||||
|
||||
//Is the endpoint of the path (part) the current target point
|
||||
bool endPointIsTarget = lastCorner && nextCorners.Count-tgIndex == 1;
|
||||
|
||||
if (endPointIsTarget) {
|
||||
//Use 2nd or 3rd degree motion equation to figure out acceleration to reach target in "exact" [slowdownTime] seconds
|
||||
|
||||
//Clamp to avoid divide by zero
|
||||
if (slowdownTime < 0.001f) {
|
||||
slowdownTime = 0.001f;
|
||||
}
|
||||
|
||||
Vector3 diff = tg - position;
|
||||
diff.y = 0;
|
||||
|
||||
if (preciseSlowdown) {
|
||||
//{ t = slowdownTime
|
||||
//{ diff = vt + at^2/2 + qt^3/6
|
||||
//{ 0 = at + qt^2/2
|
||||
//{ solve for a
|
||||
dir = (6*diff - 4*slowdownTime*velocity)/(slowdownTime*slowdownTime);
|
||||
} else {
|
||||
dir = 2*(diff - slowdownTime*velocity)/(slowdownTime*slowdownTime);
|
||||
}
|
||||
dir = Vector3.ClampMagnitude(dir, acceleration);
|
||||
|
||||
force *= System.Math.Min(magn/0.5f, 1);
|
||||
|
||||
if (magn < endReachedDistance) {
|
||||
//END REACHED
|
||||
NextPart();
|
||||
}
|
||||
} else {
|
||||
dir *= acceleration;
|
||||
}
|
||||
|
||||
//Debug.DrawRay (tr.position+Vector3.up, dir*3, Color.blue);
|
||||
|
||||
velocity += (dir + force*wallForce)*deltaTime;
|
||||
|
||||
if (slowWhenNotFacingTarget) {
|
||||
float dot = (Vector3.Dot(normdir, tr.forward)+0.5f)*(1.0f/1.5f);
|
||||
//velocity = Vector3.ClampMagnitude (velocity, maxSpeed * Mathf.Max (dot, 0.2f) );
|
||||
float xzmagn = Mathf.Sqrt(velocity.x*velocity.x + velocity.z*velocity.z);
|
||||
float prevy = velocity.y;
|
||||
velocity.y = 0;
|
||||
float mg = Mathf.Min(xzmagn, maxSpeed * Mathf.Max(dot, 0.2f));
|
||||
velocity = Vector3.Lerp(tr.forward * mg, velocity.normalized * mg, Mathf.Clamp(endPointIsTarget ? (magn*2) : 0, 0.5f, 1.0f));
|
||||
|
||||
velocity.y = prevy;
|
||||
} else {
|
||||
// Clamp magnitude on the XZ axes
|
||||
float xzmagn = Mathf.Sqrt(velocity.x*velocity.x + velocity.z*velocity.z);
|
||||
xzmagn = maxSpeed/xzmagn;
|
||||
if (xzmagn < 1) {
|
||||
velocity.x *= xzmagn;
|
||||
velocity.z *= xzmagn;
|
||||
//Vector3.ClampMagnitude (velocity, maxSpeed);
|
||||
}
|
||||
}
|
||||
|
||||
//Debug.DrawLine (tr.position, tg, lastCorner ? Color.red : Color.green);
|
||||
|
||||
|
||||
if (endPointIsTarget) {
|
||||
Vector3 trotdir = Vector3.Lerp(velocity, currentTargetDirection, System.Math.Max(1 - magn*2, 0));
|
||||
RotateTowards(trotdir);
|
||||
} else {
|
||||
RotateTowards(velocity);
|
||||
}
|
||||
|
||||
//Applied after rotation to enable proper checks on if velocity is zero
|
||||
velocity += deltaTime * gravity;
|
||||
|
||||
if (rvoController != null && rvoController.enabled) {
|
||||
//Use RVOController
|
||||
tr.position = position;
|
||||
rvoController.Move(velocity);
|
||||
} else
|
||||
if (controller != null && controller.enabled) {
|
||||
//Use CharacterController
|
||||
tr.position = position;
|
||||
controller.Move(velocity * deltaTime);
|
||||
} else {
|
||||
//Use Transform
|
||||
float lasty = position.y;
|
||||
position += velocity*deltaTime;
|
||||
|
||||
position = RaycastPosition(position, lasty);
|
||||
|
||||
tr.position = position;
|
||||
}
|
||||
} else {
|
||||
if (rvoController != null && rvoController.enabled) {
|
||||
//Use RVOController
|
||||
rvoController.Move(Vector3.zero);
|
||||
}
|
||||
}
|
||||
|
||||
if (pt is RichSpecial) {
|
||||
if (!traversingOffMeshLink) {
|
||||
StartCoroutine(TraverseSpecial(pt as RichSpecial));
|
||||
}
|
||||
}
|
||||
//w.Stop();
|
||||
//Debug.Log ((w.Elapsed.TotalMilliseconds*1000));
|
||||
} else {
|
||||
if (rvoController != null && rvoController.enabled) {
|
||||
//Use RVOController
|
||||
rvoController.Move(Vector3.zero);
|
||||
} else
|
||||
if (controller != null && controller.enabled) {
|
||||
} else {
|
||||
tr.position = RaycastPosition(tr.position, tr.position.y);
|
||||
}
|
||||
}
|
||||
|
||||
UpdateVelocity();
|
||||
lastDeltaTime = Time.deltaTime;
|
||||
}
|
||||
|
||||
/// <summary>Update is called once per frame</summary>
|
||||
|
||||
new Vector3 RaycastPosition (Vector3 position, float lasty) {
|
||||
if (raycastingForGroundPlacement) {
|
||||
RaycastHit hit;
|
||||
float up = Mathf.Max(height*0.5f, lasty-position.y+height*0.5f);
|
||||
|
||||
if (Physics.Raycast(position+Vector3.up*up, Vector3.down, out hit, up, groundMask)) {
|
||||
if (hit.distance < up) {
|
||||
//grounded
|
||||
position = hit.point;//.up * -(hit.distance-centerOffset);
|
||||
velocity.y = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
return position;
|
||||
}
|
||||
|
||||
/// <summary>Rotates along the Y-axis the transform towards trotdir</summary>
|
||||
bool RotateTowards (Vector3 trotdir) {
|
||||
trotdir.y = 0;
|
||||
if (trotdir != Vector3.zero) {
|
||||
Quaternion rot = tr.rotation;
|
||||
|
||||
Vector3 trot = Quaternion.LookRotation(trotdir).eulerAngles;
|
||||
Vector3 eul = rot.eulerAngles;
|
||||
eul.y = Mathf.MoveTowardsAngle(eul.y, trot.y, rotationSpeed*deltaTime);
|
||||
tr.rotation = Quaternion.Euler(eul);
|
||||
//Magic number, should expose as variable
|
||||
return Mathf.Abs(eul.y-trot.y) < 5f;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1f789196df654477383806c1ab239336
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
@@ -0,0 +1,152 @@
|
||||
using UnityEngine;
|
||||
using Pathfinding.Util;
|
||||
|
||||
namespace Pathfinding {
|
||||
// Obsolete methods in AIPath
|
||||
public partial class AIPath {
|
||||
/// <summary>
|
||||
/// True if the end of the path has been reached.
|
||||
/// Deprecated: When unifying the interfaces for different movement scripts, this property has been renamed to <see cref="reachedEndOfPath"/>
|
||||
/// </summary>
|
||||
[System.Obsolete("When unifying the interfaces for different movement scripts, this property has been renamed to reachedEndOfPath. [AstarUpgradable: 'TargetReached' -> 'reachedEndOfPath']")]
|
||||
public bool TargetReached { get { return reachedEndOfPath; } }
|
||||
|
||||
/// <summary>
|
||||
/// Rotation speed.
|
||||
/// Deprecated: This field has been renamed to <see cref="rotationSpeed"/> and is now in degrees per second instead of a damping factor.
|
||||
/// </summary>
|
||||
[System.Obsolete("This field has been renamed to #rotationSpeed and is now in degrees per second instead of a damping factor")]
|
||||
public float turningSpeed { get { return rotationSpeed/90; } set { rotationSpeed = value*90; } }
|
||||
|
||||
/// <summary>
|
||||
/// Maximum speed in world units per second.
|
||||
/// Deprecated: Use <see cref="maxSpeed"/> instead
|
||||
/// </summary>
|
||||
[System.Obsolete("This member has been deprecated. Use 'maxSpeed' instead. [AstarUpgradable: 'speed' -> 'maxSpeed']")]
|
||||
public float speed { get { return maxSpeed; } set { maxSpeed = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// Direction that the agent wants to move in (excluding physics and local avoidance).
|
||||
/// Deprecated: Only exists for compatibility reasons. Use <see cref="desiredVelocity"/> or <see cref="steeringTarget"/> instead instead.
|
||||
/// </summary>
|
||||
[System.Obsolete("Only exists for compatibility reasons. Use desiredVelocity or steeringTarget instead.")]
|
||||
public Vector3 targetDirection {
|
||||
get {
|
||||
return (steeringTarget - tr.position).normalized;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Current desired velocity of the agent (excluding physics and local avoidance but it includes gravity).
|
||||
/// Deprecated: This method no longer calculates the velocity. Use the <see cref="desiredVelocity"/> property instead.
|
||||
/// </summary>
|
||||
[System.Obsolete("This method no longer calculates the velocity. Use the desiredVelocity property instead")]
|
||||
public Vector3 CalculateVelocity (Vector3 position) {
|
||||
return desiredVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
// Obsolete methods in RichAI
|
||||
public partial class RichAI {
|
||||
/// <summary>
|
||||
/// Force recalculation of the current path.
|
||||
/// If there is an ongoing path calculation, it will be canceled (so make sure you leave time for the paths to get calculated before calling this function again).
|
||||
///
|
||||
/// Deprecated: Use <see cref="SearchPath"/> instead
|
||||
/// </summary>
|
||||
[System.Obsolete("Use SearchPath instead. [AstarUpgradable: 'UpdatePath' -> 'SearchPath']")]
|
||||
public void UpdatePath () {
|
||||
SearchPath();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Current velocity of the agent.
|
||||
/// Includes velocity due to gravity.
|
||||
/// Deprecated: Use <see cref="velocity"/> instead (lowercase 'v').
|
||||
/// </summary>
|
||||
[System.Obsolete("Use velocity instead (lowercase 'v'). [AstarUpgradable: 'Velocity' -> 'velocity']")]
|
||||
public Vector3 Velocity { get { return velocity; } }
|
||||
|
||||
/// <summary>
|
||||
/// Waypoint that the agent is moving towards.
|
||||
/// This is either a corner in the path or the end of the path.
|
||||
/// Deprecated: Use steeringTarget instead.
|
||||
/// </summary>
|
||||
[System.Obsolete("Use steeringTarget instead. [AstarUpgradable: 'NextWaypoint' -> 'steeringTarget']")]
|
||||
public Vector3 NextWaypoint { get { return steeringTarget; } }
|
||||
|
||||
/// <summary>
|
||||
/// \details
|
||||
/// Deprecated: Use Vector3.Distance(transform.position, ai.steeringTarget) instead.
|
||||
/// </summary>
|
||||
[System.Obsolete("Use Vector3.Distance(transform.position, ai.steeringTarget) instead.")]
|
||||
public float DistanceToNextWaypoint { get { return distanceToSteeringTarget; } }
|
||||
|
||||
/// <summary>Search for new paths repeatedly</summary>
|
||||
[System.Obsolete("Use canSearch instead. [AstarUpgradable: 'repeatedlySearchPaths' -> 'canSearch']")]
|
||||
public bool repeatedlySearchPaths { get { return canSearch; } set { canSearch = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// True if the end of the path has been reached.
|
||||
/// Deprecated: When unifying the interfaces for different movement scripts, this property has been renamed to <see cref="reachedEndOfPath"/>
|
||||
/// </summary>
|
||||
[System.Obsolete("When unifying the interfaces for different movement scripts, this property has been renamed to reachedEndOfPath (lowercase t). [AstarUpgradable: 'TargetReached' -> 'reachedEndOfPath']")]
|
||||
public bool TargetReached { get { return reachedEndOfPath; } }
|
||||
|
||||
/// <summary>
|
||||
/// True if a path to the target is currently being calculated.
|
||||
/// Deprecated: Use <see cref="pathPending"/> instead (lowercase 'p').
|
||||
/// </summary>
|
||||
[System.Obsolete("Use pathPending instead (lowercase 'p'). [AstarUpgradable: 'PathPending' -> 'pathPending']")]
|
||||
public bool PathPending { get { return pathPending; } }
|
||||
|
||||
/// <summary>
|
||||
/// \details
|
||||
/// Deprecated: Use approachingPartEndpoint (lowercase 'a') instead
|
||||
/// </summary>
|
||||
[System.Obsolete("Use approachingPartEndpoint (lowercase 'a') instead")]
|
||||
public bool ApproachingPartEndpoint { get { return approachingPartEndpoint; } }
|
||||
|
||||
/// <summary>
|
||||
/// \details
|
||||
/// Deprecated: Use approachingPathEndpoint (lowercase 'a') instead
|
||||
/// </summary>
|
||||
[System.Obsolete("Use approachingPathEndpoint (lowercase 'a') instead")]
|
||||
public bool ApproachingPathEndpoint { get { return approachingPathEndpoint; } }
|
||||
|
||||
/// <summary>
|
||||
/// \details
|
||||
/// Deprecated: This property has been renamed to 'traversingOffMeshLink'
|
||||
/// </summary>
|
||||
[System.Obsolete("This property has been renamed to 'traversingOffMeshLink'. [AstarUpgradable: 'TraversingSpecial' -> 'traversingOffMeshLink']")]
|
||||
public bool TraversingSpecial { get { return traversingOffMeshLink; } }
|
||||
|
||||
/// <summary>
|
||||
/// Current waypoint that the agent is moving towards.
|
||||
/// Deprecated: This property has been renamed to <see cref="steeringTarget"/>
|
||||
/// </summary>
|
||||
[System.Obsolete("This property has been renamed to steeringTarget")]
|
||||
public Vector3 TargetPoint { get { return steeringTarget; } }
|
||||
|
||||
[UnityEngine.Serialization.FormerlySerializedAs("anim")][SerializeField][HideInInspector]
|
||||
Animation animCompatibility;
|
||||
|
||||
/// <summary>
|
||||
/// Anim for off-mesh links.
|
||||
/// Deprecated: Use the onTraverseOffMeshLink event or the ... component instead. Setting this value will add a ... component
|
||||
/// </summary>
|
||||
[System.Obsolete("Use the onTraverseOffMeshLink event or the ... component instead. Setting this value will add a ... component")]
|
||||
public Animation anim {
|
||||
get {
|
||||
var setter = GetComponent<Pathfinding.Examples.AnimationLinkTraverser>();
|
||||
return setter != null ? setter.anim : null;
|
||||
}
|
||||
set {
|
||||
animCompatibility = null;
|
||||
var setter = GetComponent<Pathfinding.Examples.AnimationLinkTraverser>();
|
||||
if (setter == null) setter = gameObject.AddComponent<Pathfinding.Examples.AnimationLinkTraverser>();
|
||||
setter.anim = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8caf3dccb5aae46daa9684e513307841
|
||||
timeCreated: 1498571379
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user