592 lines
23 KiB
C#
592 lines
23 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Pathfinding {
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using Pathfinding.RVO;
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using Pathfinding.Util;
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[AddComponentMenu("Pathfinding/AI/RichAI (3D, for navmesh)")]
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/// <summary>
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/// Advanced AI for navmesh based graphs.
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///
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/// [Open online documentation to see images]
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///
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/// See: movementscripts (view in online documentation for working links)
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/// </summary>
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public partial class RichAI : AIBase, IAstarAI {
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/// <summary>
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/// Max acceleration of the agent.
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/// In world units per second per second.
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/// </summary>
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public float acceleration = 5;
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/// <summary>
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/// Max rotation speed of the agent.
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/// In degrees per second.
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/// </summary>
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public float rotationSpeed = 360;
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/// <summary>
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/// How long before reaching the end of the path to start to slow down.
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/// A lower value will make the agent stop more abruptly.
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///
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/// Note: The agent may require more time to slow down if
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/// its maximum <see cref="acceleration"/> is not high enough.
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///
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/// If set to zero the agent will not even attempt to slow down.
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/// This can be useful if the target point is not a point you want the agent to stop at
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/// but it might for example be the player and you want the AI to slam into the player.
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///
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/// Note: A value of zero will behave differently from a small but non-zero value (such as 0.0001).
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/// When it is non-zero the agent will still respect its <see cref="acceleration"/> when determining if it needs
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/// to slow down, but if it is zero it will disable that check.
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/// This is useful if the <see cref="destination"/> is not a point where you want the agent to stop.
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///
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/// \htmlonly <video class="tinyshadow" controls loop><source src="images/richai_slowdown_time.mp4" type="video/mp4"></video> \endhtmlonly
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/// </summary>
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public float slowdownTime = 0.5f;
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/// <summary>
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/// Max distance to the endpoint to consider it reached.
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///
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/// See: <see cref="reachedEndOfPath"/>
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/// See: <see cref="OnTargetReached"/>
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/// </summary>
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public float endReachedDistance = 0.01f;
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/// <summary>
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/// Force to avoid walls with.
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/// The agent will try to steer away from walls slightly.
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///
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/// See: <see cref="wallDist"/>
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/// </summary>
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public float wallForce = 3;
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/// <summary>
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/// Walls within this range will be used for avoidance.
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/// Setting this to zero disables wall avoidance and may improve performance slightly
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///
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/// See: <see cref="wallForce"/>
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/// </summary>
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public float wallDist = 1;
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/// <summary>
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/// Use funnel simplification.
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/// On tiled navmesh maps, but sometimes on normal ones as well, it can be good to simplify
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/// the funnel as a post-processing step to make the paths straighter.
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///
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/// This has a moderate performance impact during frames when a path calculation is completed.
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///
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/// The RichAI script uses its own internal funnel algorithm, so you never
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/// need to attach the FunnelModifier component.
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///
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/// [Open online documentation to see images]
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///
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/// See: <see cref="Pathfinding.FunnelModifier"/>
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/// </summary>
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public bool funnelSimplification = false;
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/// <summary>
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/// Slow down when not facing the target direction.
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/// Incurs at a small performance overhead.
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/// </summary>
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public bool slowWhenNotFacingTarget = true;
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/// <summary>
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/// Called when the agent starts to traverse an off-mesh link.
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/// Register to this callback to handle off-mesh links in a custom way.
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///
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/// If this event is set to null then the agent will fall back to traversing
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/// off-mesh links using a very simple linear interpolation.
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///
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/// <code>
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/// void OnEnable () {
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/// ai = GetComponent<RichAI>();
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/// if (ai != null) ai.onTraverseOffMeshLink += TraverseOffMeshLink;
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/// }
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///
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/// void OnDisable () {
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/// if (ai != null) ai.onTraverseOffMeshLink -= TraverseOffMeshLink;
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/// }
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///
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/// IEnumerator TraverseOffMeshLink (RichSpecial link) {
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/// // Traverse the link over 1 second
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/// float startTime = Time.time;
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///
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/// while (Time.time < startTime + 1) {
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/// transform.position = Vector3.Lerp(link.first.position, link.second.position, Time.time - startTime);
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/// yield return null;
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/// }
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/// transform.position = link.second.position;
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/// }
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/// </code>
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/// </summary>
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public System.Func<RichSpecial, IEnumerator> onTraverseOffMeshLink;
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/// <summary>Holds the current path that this agent is following</summary>
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protected readonly RichPath richPath = new RichPath();
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protected bool delayUpdatePath;
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protected bool lastCorner;
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/// <summary>Distance to <see cref="steeringTarget"/> in the movement plane</summary>
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protected float distanceToSteeringTarget = float.PositiveInfinity;
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protected readonly List<Vector3> nextCorners = new List<Vector3>();
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protected readonly List<Vector3> wallBuffer = new List<Vector3>();
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public bool traversingOffMeshLink { get; protected set; }
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/// <summary>\copydoc Pathfinding::IAstarAI::remainingDistance</summary>
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public float remainingDistance {
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get {
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return distanceToSteeringTarget + Vector3.Distance(steeringTarget, richPath.Endpoint);
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}
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}
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/// <summary>\copydoc Pathfinding::IAstarAI::reachedEndOfPath</summary>
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public bool reachedEndOfPath { get { return approachingPathEndpoint && distanceToSteeringTarget < endReachedDistance; } }
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/// <summary>\copydoc Pathfinding::IAstarAI::reachedDestination</summary>
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public bool reachedDestination {
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get {
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if (!reachedEndOfPath) return false;
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// Note: distanceToSteeringTarget is the distance to the end of the path when approachingPathEndpoint is true
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if (approachingPathEndpoint && distanceToSteeringTarget + movementPlane.ToPlane(destination - richPath.Endpoint).magnitude > endReachedDistance) return false;
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// Don't do height checks in 2D mode
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if (orientation != OrientationMode.YAxisForward) {
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// Check if the destination is above the head of the character or far below the feet of it
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float yDifference;
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movementPlane.ToPlane(destination - position, out yDifference);
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var h = tr.localScale.y * height;
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if (yDifference > h || yDifference < -h*0.5) return false;
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}
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return true;
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}
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}
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/// <summary>\copydoc Pathfinding::IAstarAI::hasPath</summary>
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public bool hasPath { get { return richPath.GetCurrentPart() != null; } }
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/// <summary>\copydoc Pathfinding::IAstarAI::pathPending</summary>
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public bool pathPending { get { return waitingForPathCalculation || delayUpdatePath; } }
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/// <summary>\copydoc Pathfinding::IAstarAI::steeringTarget</summary>
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public Vector3 steeringTarget { get; protected set; }
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/// <summary>\copydoc Pathfinding::IAstarAI::radius</summary>
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float IAstarAI.radius { get { return radius; } set { radius = value; } }
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/// <summary>\copydoc Pathfinding::IAstarAI::height</summary>
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float IAstarAI.height { get { return height; } set { height = value; } }
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/// <summary>\copydoc Pathfinding::IAstarAI::maxSpeed</summary>
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float IAstarAI.maxSpeed { get { return maxSpeed; } set { maxSpeed = value; } }
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/// <summary>\copydoc Pathfinding::IAstarAI::canSearch</summary>
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bool IAstarAI.canSearch { get { return canSearch; } set { canSearch = value; } }
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/// <summary>\copydoc Pathfinding::IAstarAI::canMove</summary>
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bool IAstarAI.canMove { get { return canMove; } set { canMove = value; } }
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/// <summary>
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/// True if approaching the last waypoint in the current part of the path.
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/// Path parts are separated by off-mesh links.
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///
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/// See: <see cref="approachingPathEndpoint"/>
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/// </summary>
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public bool approachingPartEndpoint {
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get {
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return lastCorner && nextCorners.Count == 1;
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}
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}
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/// <summary>
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/// True if approaching the last waypoint of all parts in the current path.
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/// Path parts are separated by off-mesh links.
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///
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/// See: <see cref="approachingPartEndpoint"/>
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/// </summary>
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public bool approachingPathEndpoint {
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get {
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return approachingPartEndpoint && richPath.IsLastPart;
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}
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}
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/// <summary>
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/// \copydoc Pathfinding::IAstarAI::Teleport
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///
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/// When setting transform.position directly the agent
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/// will be clamped to the part of the navmesh it can
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/// reach, so it may not end up where you wanted it to.
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/// This ensures that the agent can move to any part of the navmesh.
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/// </summary>
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public override void Teleport (Vector3 newPosition, bool clearPath = true) {
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// Clamp the new position to the navmesh
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var nearest = AstarPath.active != null? AstarPath.active.GetNearest(newPosition) : new NNInfo();
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float elevation;
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movementPlane.ToPlane(newPosition, out elevation);
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newPosition = movementPlane.ToWorld(movementPlane.ToPlane(nearest.node != null ? nearest.position : newPosition), elevation);
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base.Teleport(newPosition, clearPath);
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}
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/// <summary>Called when the component is disabled</summary>
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protected override void OnDisable () {
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// Note that the AIBase.OnDisable call will also stop all coroutines
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base.OnDisable();
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traversingOffMeshLink = false;
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// Stop the off mesh link traversal coroutine
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StopAllCoroutines();
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}
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protected override bool shouldRecalculatePath {
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get {
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// Don't automatically recalculate the path in the middle of an off-mesh link
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return base.shouldRecalculatePath && !traversingOffMeshLink;
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}
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}
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public override void SearchPath () {
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// Calculate paths after the current off-mesh link has been completed
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if (traversingOffMeshLink) {
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delayUpdatePath = true;
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} else {
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base.SearchPath();
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}
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}
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protected override void OnPathComplete (Path p) {
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waitingForPathCalculation = false;
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p.Claim(this);
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if (p.error) {
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p.Release(this);
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return;
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}
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if (traversingOffMeshLink) {
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delayUpdatePath = true;
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} else {
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// The RandomPath and MultiTargetPath do not have a well defined destination that could have been
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// set before the paths were calculated. So we instead set the destination here so that some properties
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// like #reachedDestination and #remainingDistance work correctly.
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if (p is RandomPath rpath) {
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destination = rpath.originalEndPoint;
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} else if (p is MultiTargetPath mpath) {
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destination = mpath.originalEndPoint;
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}
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richPath.Initialize(seeker, p, true, funnelSimplification);
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// Check if we have already reached the end of the path
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// We need to do this here to make sure that the #reachedEndOfPath
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// property is up to date.
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var part = richPath.GetCurrentPart() as RichFunnel;
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if (part != null) {
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if (updatePosition) simulatedPosition = tr.position;
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// Note: UpdateTarget has some side effects like setting the nextCorners list and the lastCorner field
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var localPosition = movementPlane.ToPlane(UpdateTarget(part));
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// Target point
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steeringTarget = nextCorners[0];
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Vector2 targetPoint = movementPlane.ToPlane(steeringTarget);
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distanceToSteeringTarget = (targetPoint - localPosition).magnitude;
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if (lastCorner && nextCorners.Count == 1 && distanceToSteeringTarget <= endReachedDistance) {
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NextPart();
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}
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}
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}
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p.Release(this);
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}
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protected override void ClearPath () {
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CancelCurrentPathRequest();
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richPath.Clear();
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lastCorner = false;
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delayUpdatePath = false;
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distanceToSteeringTarget = float.PositiveInfinity;
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}
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/// <summary>
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/// Declare that the AI has completely traversed the current part.
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/// This will skip to the next part, or call OnTargetReached if this was the last part
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/// </summary>
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protected void NextPart () {
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if (!richPath.CompletedAllParts) {
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if (!richPath.IsLastPart) lastCorner = false;
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richPath.NextPart();
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if (richPath.CompletedAllParts) {
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OnTargetReached();
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}
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}
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}
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/// <summary>\copydoc Pathfinding::IAstarAI::GetRemainingPath</summary>
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public void GetRemainingPath (List<Vector3> buffer, out bool stale) {
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richPath.GetRemainingPath(buffer, simulatedPosition, out stale);
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}
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/// <summary>Called when the end of the path is reached</summary>
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protected virtual void OnTargetReached () {
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}
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protected virtual Vector3 UpdateTarget (RichFunnel fn) {
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nextCorners.Clear();
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// This method assumes simulatedPosition is up to date as our current position.
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// We read and write to tr.position as few times as possible since doing so
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// is much slower than to read and write from/to a local/member variable.
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bool requiresRepath;
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Vector3 position = fn.Update(simulatedPosition, nextCorners, 2, out lastCorner, out requiresRepath);
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if (requiresRepath && !waitingForPathCalculation && canSearch) {
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// TODO: What if canSearch is false? How do we notify other scripts that might be handling the path calculation that a new path needs to be calculated?
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SearchPath();
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}
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return position;
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}
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/// <summary>Called during either Update or FixedUpdate depending on if rigidbodies are used for movement or not</summary>
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protected override void MovementUpdateInternal (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) {
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if (updatePosition) simulatedPosition = tr.position;
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if (updateRotation) simulatedRotation = tr.rotation;
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RichPathPart currentPart = richPath.GetCurrentPart();
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if (currentPart is RichSpecial) {
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// Start traversing the off mesh link if we haven't done it yet
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if (!traversingOffMeshLink && !richPath.CompletedAllParts) {
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StartCoroutine(TraverseSpecial(currentPart as RichSpecial));
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}
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nextPosition = steeringTarget = simulatedPosition;
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nextRotation = rotation;
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} else {
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var funnel = currentPart as RichFunnel;
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// Check if we have a valid path to follow and some other script has not stopped the character
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if (funnel != null && !isStopped) {
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TraverseFunnel(funnel, deltaTime, out nextPosition, out nextRotation);
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} else {
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// Unknown, null path part, or the character is stopped
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// Slow down as quickly as possible
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velocity2D -= Vector2.ClampMagnitude(velocity2D, acceleration * deltaTime);
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FinalMovement(simulatedPosition, deltaTime, float.PositiveInfinity, 1f, out nextPosition, out nextRotation);
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steeringTarget = simulatedPosition;
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}
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}
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}
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void TraverseFunnel (RichFunnel fn, float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) {
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// Clamp the current position to the navmesh
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// and update the list of upcoming corners in the path
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// and store that in the 'nextCorners' field
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var position3D = UpdateTarget(fn);
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float elevation;
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Vector2 position = movementPlane.ToPlane(position3D, out elevation);
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// Only find nearby walls every 5th frame to improve performance
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if (Time.frameCount % 5 == 0 && wallForce > 0 && wallDist > 0) {
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wallBuffer.Clear();
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fn.FindWalls(wallBuffer, wallDist);
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}
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// Target point
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steeringTarget = nextCorners[0];
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Vector2 targetPoint = movementPlane.ToPlane(steeringTarget);
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// Direction to target
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Vector2 dir = targetPoint - position;
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// Normalized direction to the target
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Vector2 normdir = VectorMath.Normalize(dir, out distanceToSteeringTarget);
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// Calculate force from walls
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Vector2 wallForceVector = CalculateWallForce(position, elevation, normdir);
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Vector2 targetVelocity;
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if (approachingPartEndpoint) {
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targetVelocity = slowdownTime > 0 ? Vector2.zero : normdir * maxSpeed;
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// Reduce the wall avoidance force as we get closer to our target
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wallForceVector *= System.Math.Min(distanceToSteeringTarget/0.5f, 1);
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if (distanceToSteeringTarget <= endReachedDistance) {
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// Reached the end of the path or an off mesh link
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NextPart();
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}
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} else {
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var nextNextCorner = nextCorners.Count > 1 ? movementPlane.ToPlane(nextCorners[1]) : position + 2*dir;
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targetVelocity = (nextNextCorner - targetPoint).normalized * maxSpeed;
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}
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var forwards = movementPlane.ToPlane(simulatedRotation * (orientation == OrientationMode.YAxisForward ? Vector3.up : Vector3.forward));
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Vector2 accel = MovementUtilities.CalculateAccelerationToReachPoint(targetPoint - position, targetVelocity, velocity2D, acceleration, rotationSpeed, maxSpeed, forwards);
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// Update the velocity using the acceleration
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velocity2D += (accel + wallForceVector*wallForce)*deltaTime;
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// Distance to the end of the path (almost as the crow flies)
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var distanceToEndOfPath = distanceToSteeringTarget + Vector3.Distance(steeringTarget, fn.exactEnd);
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var slowdownFactor = distanceToEndOfPath < maxSpeed * slowdownTime? Mathf.Sqrt(distanceToEndOfPath / (maxSpeed * slowdownTime)) : 1;
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FinalMovement(position3D, deltaTime, distanceToEndOfPath, slowdownFactor, out nextPosition, out nextRotation);
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}
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void FinalMovement (Vector3 position3D, float deltaTime, float distanceToEndOfPath, float slowdownFactor, out Vector3 nextPosition, out Quaternion nextRotation) {
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var forwards = movementPlane.ToPlane(simulatedRotation * (orientation == OrientationMode.YAxisForward ? Vector3.up : Vector3.forward));
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velocity2D = MovementUtilities.ClampVelocity(velocity2D, maxSpeed, slowdownFactor, slowWhenNotFacingTarget && enableRotation, forwards);
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ApplyGravity(deltaTime);
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if (rvoController != null && rvoController.enabled) {
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// Send a message to the RVOController that we want to move
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// with this velocity. In the next simulation step, this
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// velocity will be processed and it will be fed back to the
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// rvo controller and finally it will be used by this script
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// when calling the CalculateMovementDelta method below
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// Make sure that we don't move further than to the end point
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// of the path. If the RVO simulation FPS is low and we did
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// not do this, the agent might overshoot the target a lot.
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var rvoTarget = position3D + movementPlane.ToWorld(Vector2.ClampMagnitude(velocity2D, distanceToEndOfPath));
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rvoController.SetTarget(rvoTarget, velocity2D.magnitude, maxSpeed);
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}
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// Direction and distance to move during this frame
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var deltaPosition = lastDeltaPosition = CalculateDeltaToMoveThisFrame(movementPlane.ToPlane(position3D), distanceToEndOfPath, deltaTime);
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// Rotate towards the direction we are moving in
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// Slow down the rotation of the character very close to the endpoint of the path to prevent oscillations
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var rotationSpeedFactor = approachingPartEndpoint ? Mathf.Clamp01(1.1f * slowdownFactor - 0.1f) : 1f;
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nextRotation = enableRotation ? SimulateRotationTowards(deltaPosition, rotationSpeed * rotationSpeedFactor * deltaTime) : simulatedRotation;
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nextPosition = position3D + movementPlane.ToWorld(deltaPosition, verticalVelocity * deltaTime);
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}
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protected override Vector3 ClampToNavmesh (Vector3 position, out bool positionChanged) {
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if (richPath != null) {
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var funnel = richPath.GetCurrentPart() as RichFunnel;
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if (funnel != null) {
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var clampedPosition = funnel.ClampToNavmesh(position);
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// We cannot simply check for equality because some precision may be lost
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// if any coordinate transformations are used.
|
|
var difference = movementPlane.ToPlane(clampedPosition - position);
|
|
float sqrDifference = difference.sqrMagnitude;
|
|
if (sqrDifference > 0.001f*0.001f) {
|
|
// The agent was outside the navmesh. Remove that component of the velocity
|
|
// so that the velocity only goes along the direction of the wall, not into it
|
|
velocity2D -= difference * Vector2.Dot(difference, velocity2D) / sqrDifference;
|
|
|
|
// Make sure the RVO system knows that there was a collision here
|
|
// Otherwise other agents may think this agent continued
|
|
// to move forwards and avoidance quality may suffer
|
|
if (rvoController != null && rvoController.enabled) {
|
|
rvoController.SetCollisionNormal(difference);
|
|
}
|
|
positionChanged = true;
|
|
// Return the new position, but ignore any changes in the y coordinate from the ClampToNavmesh method as the y coordinates in the navmesh are rarely very accurate
|
|
return position + movementPlane.ToWorld(difference);
|
|
}
|
|
}
|
|
}
|
|
|
|
positionChanged = false;
|
|
return position;
|
|
}
|
|
|
|
Vector2 CalculateWallForce (Vector2 position, float elevation, Vector2 directionToTarget) {
|
|
if (wallForce <= 0 || wallDist <= 0) return Vector2.zero;
|
|
|
|
float wLeft = 0;
|
|
float wRight = 0;
|
|
|
|
var position3D = movementPlane.ToWorld(position, elevation);
|
|
for (int i = 0; i < wallBuffer.Count; i += 2) {
|
|
Vector3 closest = VectorMath.ClosestPointOnSegment(wallBuffer[i], wallBuffer[i+1], position3D);
|
|
float dist = (closest-position3D).sqrMagnitude;
|
|
|
|
if (dist > wallDist*wallDist) continue;
|
|
|
|
Vector2 tang = movementPlane.ToPlane(wallBuffer[i+1]-wallBuffer[i]).normalized;
|
|
|
|
// Using the fact that all walls are laid out clockwise (looking from inside the obstacle)
|
|
// Then left and right (ish) can be figured out like this
|
|
float dot = Vector2.Dot(directionToTarget, tang);
|
|
float weight = 1 - System.Math.Max(0, (2*(dist / (wallDist*wallDist))-1));
|
|
if (dot > 0) wRight = System.Math.Max(wRight, dot * weight);
|
|
else wLeft = System.Math.Max(wLeft, -dot * weight);
|
|
}
|
|
|
|
Vector2 normal = new Vector2(directionToTarget.y, -directionToTarget.x);
|
|
return normal*(wRight-wLeft);
|
|
}
|
|
|
|
/// <summary>Traverses an off-mesh link</summary>
|
|
protected virtual IEnumerator TraverseSpecial (RichSpecial link) {
|
|
traversingOffMeshLink = true;
|
|
// The current path part is a special part, for example a link
|
|
// Movement during this part of the path is handled by the TraverseSpecial coroutine
|
|
velocity2D = Vector3.zero;
|
|
var offMeshLinkCoroutine = onTraverseOffMeshLink != null? onTraverseOffMeshLink(link) : TraverseOffMeshLinkFallback(link);
|
|
yield return StartCoroutine(offMeshLinkCoroutine);
|
|
|
|
// Off-mesh link traversal completed
|
|
traversingOffMeshLink = false;
|
|
NextPart();
|
|
|
|
// If a path completed during the time we traversed the special connection, we need to recalculate it
|
|
if (delayUpdatePath) {
|
|
delayUpdatePath = false;
|
|
// TODO: What if canSearch is false? How do we notify other scripts that might be handling the path calculation that a new path needs to be calculated?
|
|
if (canSearch) SearchPath();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Fallback for traversing off-mesh links in case <see cref="onTraverseOffMeshLink"/> is not set.
|
|
/// This will do a simple linear interpolation along the link.
|
|
/// </summary>
|
|
protected IEnumerator TraverseOffMeshLinkFallback (RichSpecial link) {
|
|
float duration = maxSpeed > 0 ? Vector3.Distance(link.second.position, link.first.position) / maxSpeed : 1;
|
|
float startTime = Time.time;
|
|
|
|
while (true) {
|
|
var pos = Vector3.Lerp(link.first.position, link.second.position, Mathf.InverseLerp(startTime, startTime + duration, Time.time));
|
|
if (updatePosition) tr.position = pos;
|
|
else simulatedPosition = pos;
|
|
|
|
if (Time.time >= startTime + duration) break;
|
|
yield return null;
|
|
}
|
|
}
|
|
|
|
protected static readonly Color GizmoColorPath = new Color(8.0f/255, 78.0f/255, 194.0f/255);
|
|
|
|
protected override void OnDrawGizmos () {
|
|
base.OnDrawGizmos();
|
|
|
|
if (tr != null) {
|
|
Gizmos.color = GizmoColorPath;
|
|
Vector3 lastPosition = position;
|
|
for (int i = 0; i < nextCorners.Count; lastPosition = nextCorners[i], i++) {
|
|
Gizmos.DrawLine(lastPosition, nextCorners[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected override int OnUpgradeSerializedData (int version, bool unityThread) {
|
|
#pragma warning disable 618
|
|
if (unityThread && animCompatibility != null) anim = animCompatibility;
|
|
#pragma warning restore 618
|
|
return base.OnUpgradeSerializedData(version, unityThread);
|
|
}
|
|
}
|
|
}
|