using UnityEngine;
using System.Collections;
using UnityEngine.AI;
namespace BoatAttack.Boat
{
///
/// AIController is for non-human boats to control the engine of the boat
///
public class AIcontroller : MonoBehaviour
{
public NavMeshPath navPath;//navigation path;
private Vector3[] pathPoint = null;
public Vector3 curWPPos;
public int curPoint = 0;
public int curWP = 0;
public bool foundPath;
private int pathPointNum;
public Engine engine;//cache for AIs engine
private Vector3 tempFrom;//nav from position
private Vector3 tempTo;//nav to position
private float targetSide;//side of destination, positive on right side, negative on left side
private WaypointGroup.Waypoint[] WPs;
// Use this for initialization
void Start ()
{
float delay = WaypointGroup.raceDelay;
Invoke("GetNearestWP", delay);
}
// Update is called once per frame
private void LateUpdate()
{
if (pathPoint != null)
{
if (pathPoint.Length > curPoint && foundPath)
{
if ((Vector3.Distance(transform.position, pathPoint[curPoint])) < 8) // If we are close to the current point on the path get the next
{
curPoint++; // Move on to next point
if (curPoint >= pathPoint.Length)
GetNextWP();
}
}
}
}
// Update is called once per frame
void FixedUpdate ()
{
if (pathPoint != null && pathPoint.Length > curPoint)
{
//\\\\\\\\Get angle to the destination and the side
Vector3 normDir = pathPoint[curPoint] - transform.position;
normDir = normDir.normalized;
float dot = Vector3.Dot(normDir, transform.forward);
//float angle = Mathf.Acos (dot) * Mathf.Rad2Deg;
targetSide = Vector3.Cross(transform.forward, normDir).y;//positive on right side, negative on left side
engine.Turn(Mathf.Clamp(targetSide, -1.0f, 1.0f));
engine.Accel(dot > 0 ? 1f : 0.25f);
}
}
void GetNearestWP()
{
WaypointGroup.Waypoint wp = WaypointGroup.instance.GetClosestWaypoint(transform.position);
AssignWP(WaypointGroup.instance.GetNextWaypoint(wp));
}
void GetNextWP()
{
AssignWP(WaypointGroup.instance.GetWaypoint(curWP));
}
void AssignWP(WaypointGroup.Waypoint wp)
{
var offset = (Random.value * 2f - 1f) * wp.WPwidth * Vector3.left;
curWPPos = wp.point + wp.rotation * offset;
curWP++;
if (curWP >= WaypointGroup.instance.WPs.Count)
curWP = 0;
CalculatePath();
}
///
/// Calculates a new path to the next waypoint
///
void CalculatePath()
{
navPath = new NavMeshPath(); // New nav path
NavMesh.CalculatePath(transform.position, curWPPos, 255, navPath);
if (navPath.status == NavMeshPathStatus.PathComplete) // if the path is good(complete) use it
{
pathPoint = navPath.corners;
curPoint = 1;
foundPath = true;
}
else if(navPath == null || navPath.status == NavMeshPathStatus.PathInvalid) // if the path is bad, we havent found a path
{
foundPath = false;
}
}
// Draw some helper gizmos
void OnDrawGizmosSelected()
{
var c = Color.green;
c.a = 0.5f;
Gizmos.color = c;
if (foundPath)
{
Gizmos.DrawLine(transform.position + (Vector3.up * 0.1f),
WaypointGroup.instance.GetWaypoint(curWP).point);
Gizmos.DrawSphere(curWPPos, 1);
c = Color.red;
Gizmos.color = c;
if (pathPoint[curPoint] != Vector3.zero)
Gizmos.DrawLine(transform.position + (Vector3.up * 0.1f), pathPoint[curPoint]);
c = Color.yellow;
Gizmos.color = c;
for (int i = 0; i < pathPoint.Length - 1; i++)
{
if (i == pathPoint.Length - 1)
Gizmos.DrawLine(pathPoint[pathPoint.Length - 1], pathPoint[i]);
else
Gizmos.DrawLine(pathPoint[i], pathPoint[i + 1]);
}
}
}
}
}