Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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115 行
3.0 KiB

using BoatAttack;
using System.Collections;
using System.Collections.Generic;
using Unity.Entities;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.AI;
class PathData
{
public Vector3[] pathPoint;
public int curPoint;
public int curWP;
public bool foundPath;
};
public class AIController_DOTS : MonoBehaviour
{
static AIController_DOTS main;
Dictionary<Entity, PathData> paths;
private void Awake()
{
if (main != null && main != this)
{
Destroy(this);
return;
}
main = this;
paths = new Dictionary<Entity, PathData>();
}
public static void Register(Entity entity)
{
if (main.paths.ContainsKey(entity))
return;
PathData data = new PathData();
main.paths.Add(entity, data);
}
public static void GetInputs(Entity entity, float3 pos, quaternion rot, out float throttle, out float steering)
{
main.GetInputsInternal(entity, pos, rot, out throttle, out steering);
}
void GetInputsInternal(Entity entity, float3 pos, quaternion rot, out float throttle, out float steering)
{
throttle = steering = 0;
//Do we have data?
PathData data;
if (!paths.TryGetValue(entity, out data))
return;
if (data.pathPoint == null)
{
WaypointGroup.Waypoint wp = WaypointGroup.instance.GetClosestWaypoint(pos);
CalculatePath(WaypointGroup.instance.GetNextWaypoint(wp), data, pos);
}
else if (data.pathPoint.Length > data.curPoint && data.foundPath)
{
if ((Vector3.Distance(pos, data.pathPoint[data.curPoint])) < 8) // If we are close to the current point on the path get the next
{
data.curPoint++; // Move on to next point
if (data.curPoint >= data.pathPoint.Length)
CalculatePath(WaypointGroup.instance.GetWaypoint(data.curWP), data, pos);
}
}
if (data.pathPoint != null && data.pathPoint.Length > data.curPoint)
{
//Get angle to the destination and the side
Vector3 normDir = data.pathPoint[data.curPoint] - (Vector3)pos;
normDir = normDir.normalized;
var forward = math.forward(rot);
float dot = Vector3.Dot(normDir, forward);
//float angle = Mathf.Acos (dot) * Mathf.Rad2Deg;
float targetSide = Vector3.Cross(forward, normDir).y;//positive on right side, negative on left side
steering = Mathf.Clamp(targetSide, -1.0f, 1.0f);
throttle = dot > 0 ? 1f : 0.25f;
}
}
void CalculatePath(WaypointGroup.Waypoint wp, PathData data, float3 pos)
{
var offset = (UnityEngine.Random.value * 2f - 1f) * wp.WPwidth * Vector3.left;
var curWPPos = wp.point + wp.rotation * offset;
data.curWP++;
if (data.curWP >= WaypointGroup.instance.WPs.Count)
data.curWP = 0;
var navPath = new NavMeshPath(); // New nav path
NavMesh.CalculatePath(pos, curWPPos, 255, navPath);
if (navPath.status == NavMeshPathStatus.PathComplete) // if the path is good(complete) use it
{
data.pathPoint = navPath.corners;
data.curPoint = 1;
data.foundPath = true;
}
else if (navPath == null || navPath.status == NavMeshPathStatus.PathInvalid) // if the path is bad, we havent found a path
{
data.foundPath = false;
}
}
}