170 lines
6.1 KiB
C#
170 lines
6.1 KiB
C#
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.AI;
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// ReSharper disable once CheckNamespace
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namespace BlueWaterProject
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{
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public class ShipPatrol : MonoBehaviour, IPatrol
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{
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/***********************************************************************
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* Variables
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***********************************************************************/
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#region Variables
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// 컴포넌트
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[Title("컴포넌트")]
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[SerializeField] private Rigidbody rb;
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// 패트롤 옵션
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[Title("패트롤 옵션")]
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[SerializeField] private bool showWayPointGizmo = true;
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[field: SerializeField] public WayPoint[] WayPoints { get; set; }
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[field: SerializeField] public Vector3 OriginalPoint { get; set; }
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[field: SerializeField] public int CurrentIndex { get; set; }
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[field: SerializeField] public int PreviousIndex { get; set; }
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// 기즈모 잠금 기능
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[Title("기즈모 잠금 기능")]
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[field: SerializeField] public bool LockHandlesOnXAxis { get; set; }
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[field: SerializeField] public bool LockHandlesOnYAxis { get; set; }
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[field: SerializeField] public bool LockHandlesOnZAxis { get; set; }
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#endregion
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/***********************************************************************
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* Unity Events
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***************************************************************m********/
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#region Unity Events
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private void OnDrawGizmosSelected()
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{
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if (WayPoints == null || WayPoints.Length <= 0 || !showWayPointGizmo) return;
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if (!Application.isPlaying)
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{
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OriginalPoint = rb.position;
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}
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for (var i = 0; i < WayPoints.Length; i++)
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{
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var currentColor = i == CurrentIndex ? Color.blue : Color.yellow;
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if ((i + 1) < WayPoints.Length)
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{
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Gizmos.color = currentColor;
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Gizmos.DrawLine(OriginalPoint + WayPoints[i].Point, OriginalPoint + WayPoints[i + 1].Point);
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}
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if (i == WayPoints.Length - 1)
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{
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Gizmos.color = currentColor;
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Gizmos.DrawLine(OriginalPoint + WayPoints[i].Point, OriginalPoint + WayPoints[0].Point);
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}
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}
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if (!Application.isPlaying) return;
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DrawGizmoPoint(OriginalPoint + WayPoints[CurrentIndex].Point,2f, Color.blue);
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DrawGizmoPoint(OriginalPoint + WayPoints[PreviousIndex].Point, 2f, Color.red);
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}
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private static void DrawGizmoPoint(Vector3 pos, float size, Color color)
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{
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Gizmos.color = color;
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Gizmos.DrawWireSphere(pos, size);
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}
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private void Start()
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{
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OriginalPoint = transform.position;
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}
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#endregion
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/***********************************************************************
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* Methods
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***********************************************************************/
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#region Methods
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public WayPoint GetCurrentWayPoint() => WayPoints[CurrentIndex];
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public int GetNextIndex()
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{
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if (WayPoints == null) return -1;
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var maxSize = WayPoints.Length;
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var nextIndex = CurrentIndex + 1;
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if (nextIndex >= maxSize)
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{
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nextIndex = 0;
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}
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return nextIndex;
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}
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public bool HasReachedDestination()
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{
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var myPosition = rb.position;
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var movePoint = OriginalPoint + WayPoints[CurrentIndex].Point;
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var distance = Vector3.Distance(myPosition, movePoint);
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print(distance);
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if (distance > 3f) return false;
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print("도착");
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return true;
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}
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public void SetMovePoint()
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{
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if (!rb || WayPoints == null || WayPoints.Length <= CurrentIndex) return;
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print("다음 목적지");
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PreviousIndex = CurrentIndex;
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CurrentIndex = GetNextIndex();
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}
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public void UpdatePositionAndRotation()
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{
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// // 현재 위치에서 목표지점까지의 방향과 거리 계산
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// var myPosition = rb.position;
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// var movePoint = OriginalPoint + WayPoints[CurrentIndex].Point;
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// var direction = (movePoint - myPosition).normalized;
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// var distance = Vector3.Distance(movePoint, myPosition);
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//
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// // Combine forces with weights
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// var currentVelocity = seekForce + avoidForce;
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// currentVelocity = Vector3.ClampMagnitude(currentVelocity, maxVelocity);
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//
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// if (distance < 10f)
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// {
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// // 목적지에 가까워짐에 따라 속도를 동적으로 조절
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// var desiredSpeed = (distance / 10f) * maxSpeed;
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// currentVelocity = currentVelocity.normalized * desiredSpeed;
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// }
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// else
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// {
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// // 목적지에서 멀리 떨어져 있을 때는 최대 속도로 이동
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// currentVelocity = Vector3.ClampMagnitude(currentVelocity, maxSpeed);
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// }
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//
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// rb.AddForce(currentVelocity - rb.velocity, ForceMode.Acceleration);
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//
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// //rb.AddForce(currentVelocity, ForceMode.Acceleration);
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//
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// if (rb.velocity.magnitude > 10f)
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// {
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// rb.velocity = rb.velocity.normalized * 10f;
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// }
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//
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// var targetRotation = Quaternion.LookRotation(direction);
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// rb.MoveRotation(Quaternion.RotateTowards(rb.rotation, targetRotation, rotationSpeed * Time.deltaTime));
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}
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#endregion
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}
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}
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