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142 行
5.0 KiB
142 行
5.0 KiB
using System;
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using UnityEngine;
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using System.Collections;
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using UnityEngine.AI;
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using Random = UnityEngine.Random;
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namespace BoatAttack
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{
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/// <summary>
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/// AIController is for non-human boats to control the engine of the boat
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/// </summary>
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public class AiController : BaseController
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{
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[NonSerialized] public NavMeshPath NavPath;// navigation path
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private Vector3[] _pathPoint;
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private Vector3 _curWpPos;
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private int _curPoint;
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[NonSerialized] public int CurWp;
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private bool _foundPath;
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private int _pathPointNum;
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private float _idleTime;
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private Vector3 _tempFrom;//nav from position
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private Vector3 _tempTo;//nav to position
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private float _targetSide;//side of destination, positive on right side, negative on left side
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private WaypointGroup.Waypoint[] _wPs;
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private void Start ()
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{
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RaceManager.raceStarted += StartRace;
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}
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private void StartRace(bool start)
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{
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AssignWp(WaypointGroup.Instance.GetWaypoint(0));
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InvokeRepeating(nameof(CalculatePath), 1f, 1f);
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}
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private void LateUpdate()
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{
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if(NavPath?.status == NavMeshPathStatus.PathInvalid)
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CalculatePath();
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if (_pathPoint != null &&_pathPoint.Length > _curPoint && _foundPath)
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{
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// If we are close to the current point on the path get the next
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if (Vector3.Distance(transform.position, _pathPoint[_curPoint]) < 8)
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{
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_curPoint++; // Move on to next point
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if (_curPoint >= _pathPoint.Length)
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AssignWp(WaypointGroup.Instance.GetWaypoint(CurWp));
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}
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}
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if(RaceManager.RaceStarted)
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{
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if (_idleTime > 3f) // if been idle for 3 seconds assume AI is stuck
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{
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Debug.Log($"AI boat {gameObject.name} was stuck, re-spawning.");
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_idleTime = 0f;
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controller.ResetPosition();
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}
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_idleTime = (engine.VelocityMag < 0.15f || transform.up.y < 0) ? _idleTime + Time.deltaTime : _idleTime = 0f;
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}
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}
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// Update is called once per frame
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private void FixedUpdate ()
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{
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if (_pathPoint == null || _pathPoint.Length <= _curPoint) return;
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//\\\\\\\\Get angle to the destination and the side
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var normDir = _pathPoint[_curPoint] - transform.position;
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normDir = normDir.normalized;
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var dot = Vector3.Dot(normDir, transform.forward);
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_targetSide = Vector3.Cross(transform.forward, normDir).y;//positive on right side, negative on left side
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engine.Turn(Mathf.Clamp(_targetSide, -1.0f, 1.0f));
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engine.Accelerate(dot > 0 ? 1f : 0.25f);
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}
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private void AssignWp(WaypointGroup.Waypoint wp)
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{
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var offset = (Random.value * 2f - 1f) * wp.width * Vector3.left;
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_curWpPos = wp.point + wp.rotation * offset;
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CurWp = CurWp >= WaypointGroup.Instance.WPs.Count ? 0 : CurWp + 1;
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CalculatePath();
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}
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/// <summary>
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/// Calculates a new path to the next waypoint
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/// </summary>
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private void CalculatePath()
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{
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NavPath = new NavMeshPath(); // New nav path
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NavMesh.CalculatePath(transform.position, _curWpPos, 255, NavPath);
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if (NavPath.status == NavMeshPathStatus.PathComplete) // if the path is good(complete) use it
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{
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_pathPoint = NavPath.corners;
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_curPoint = 1;
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_foundPath = true;
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}
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else if(NavPath == null || NavPath.status == NavMeshPathStatus.PathInvalid) // if the path is bad, we haven't found a path
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{
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_foundPath = false;
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}
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}
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// Draw some helper gizmos
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private void OnDrawGizmosSelected()
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{
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var c = Color.green;
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c.a = 0.5f;
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Gizmos.color = c;
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if (!_foundPath) return;
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Gizmos.DrawLine(transform.position + (Vector3.up * 0.1f),
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WaypointGroup.Instance.GetWaypoint(CurWp).point);
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Gizmos.DrawSphere(_curWpPos, 1);
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c = Color.red;
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Gizmos.color = c;
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if (_pathPoint[_curPoint] != Vector3.zero)
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Gizmos.DrawLine(transform.position + (Vector3.up * 0.1f), _pathPoint[_curPoint]);
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}
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private void OnDrawGizmos()
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{
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var c = Color.yellow;
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Gizmos.color = c;
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for (var i = 0; i < _pathPoint.Length - 1; i++)
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{
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if (i == _pathPoint.Length - 1)
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Gizmos.DrawLine(_pathPoint[_pathPoint.Length - 1], _pathPoint[i]);
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else
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Gizmos.DrawLine(_pathPoint[i], _pathPoint[i + 1]);
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}
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}
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}
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}
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