OldBlueWater/BlueWater/Assets/Behavior Designer Movement/Scripts/Tasks/Evade.cs
2023-09-26 15:12:44 +09:00

96 lines
4.3 KiB
C#

using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Movement
{
[TaskDescription("Evade the target specified using the Unity NavMesh.")]
[TaskCategory("Movement")]
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-movement-pack/")]
[TaskIcon("cecc9277e75f9964e98d167be763695c", "992feefbe2d39f945b808bed5b4f0986")]
public class Evade : NavMeshMovement
{
[Tooltip("The agent has evaded when the magnitude is greater than this value")]
[UnityEngine.Serialization.FormerlySerializedAs("evadeDistance")]
public SharedFloat m_EvadeDistance = 10;
[Tooltip("The distance to look ahead when evading")]
[UnityEngine.Serialization.FormerlySerializedAs("lookAheadDistance")]
public SharedFloat m_LookAheadDistance = 5;
[Tooltip("How far to predict the distance ahead of the target. Lower values indicate less distance should be predicated")]
[UnityEngine.Serialization.FormerlySerializedAs("targetDistPrediction")]
public SharedFloat m_TargetDistPrediction = 20;
[Tooltip("Multiplier for predicting the look ahead distance")]
[UnityEngine.Serialization.FormerlySerializedAs("targetDistPredictionMult")]
public SharedFloat m_TargetDistPredictionMult = 20;
[Tooltip("The GameObject that the agent is evading")]
[UnityEngine.Serialization.FormerlySerializedAs("target")]
public SharedGameObject m_Target;
[Tooltip("The maximum number of interations that the position should be set")]
[UnityEngine.Serialization.FormerlySerializedAs("maxInterations")]
public int m_MaxInterations = 1;
// The position of the target at the last frame
private Vector3 m_TargetPosition;
public override void OnStart()
{
base.OnStart();
m_TargetPosition = m_Target.Value.transform.position;
if (m_MaxInterations == 0) {
Debug.LogWarning("Error: Max iterations must be greater than 0");
m_MaxInterations = 1;
}
SetDestination(Target(0));
}
// Evade from the target. Return success once the agent has fleed the target by moving far enough away from it
// Return running if the agent is still fleeing
public override TaskStatus OnUpdate()
{
if (Vector3.Magnitude(transform.position - m_Target.Value.transform.position) > m_EvadeDistance.Value) {
return TaskStatus.Success;
}
var interation = 0;
while (!SetDestination(Target(interation)) && interation < m_MaxInterations - 1) {
interation++;
}
return TaskStatus.Running;
}
// Evade in the opposite direction
private Vector3 Target(int iteration)
{
// Calculate the current distance to the target and the current speed
var distance = (m_Target.Value.transform.position - transform.position).magnitude;
var speed = Velocity().magnitude;
float futurePrediction = 0;
// Set the future prediction to max prediction if the speed is too small to give an accurate prediction
if (speed <= distance / m_TargetDistPrediction.Value) {
futurePrediction = m_TargetDistPrediction.Value;
} else {
futurePrediction = (distance / speed) * m_TargetDistPredictionMult.Value; // the prediction should be accurate enough
}
// Predict the future by taking the velocity of the target and multiply it by the future prediction
var prevTargetPosition = m_TargetPosition;
m_TargetPosition = m_Target.Value.transform.position;
var position = m_TargetPosition + (m_TargetPosition - prevTargetPosition) * futurePrediction;
return transform.position + (transform.position - position).normalized * m_LookAheadDistance.Value * ((m_MaxInterations - iteration) / m_MaxInterations);
}
// Reset the public variables
public override void OnReset()
{
base.OnReset();
m_EvadeDistance = 10;
m_LookAheadDistance = 5;
m_TargetDistPrediction = 20;
m_TargetDistPredictionMult = 20;
m_Target = null;
}
}
}