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150 行
5.3 KiB
150 行
5.3 KiB
using UnityEngine;
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using System.Collections;
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using UnityEngine.AI;
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namespace BoatAttack.Boat
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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 : MonoBehaviour
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{
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public NavMeshPath navPath;//navigation path;
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private Vector3[] pathPoint = null;
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public Vector3 curWPPos;
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public int curPoint = 0;
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public int curWP = 0;
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public bool foundPath;
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private int pathPointNum;
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public Engine engine;//cache for AIs engine
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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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// Use this for initialization
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void Start ()
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{
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float delay = WaypointGroup.raceDelay;
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engine = GetComponent<Engine>();
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Invoke("GetNearestWP", delay);
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}
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// Update is called once per frame
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private void LateUpdate()
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{
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if (pathPoint != null)
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{
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if (pathPoint.Length > curPoint && foundPath)
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{
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/* if (Vector3.Distance(transform.position, pathPoint[pathPoint.Length - 1]) <
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WaypointGroup.Instance.GetWaypoint(curWP).WPradius * 2) // If we are close to the waypoint get the next one
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{
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GetNextWP(); // Get next waypoint
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}*/
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if ((Vector3.Distance(transform.position, pathPoint[curPoint])) < 8) // If we are close to the current point on the path get the next
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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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GetNextWP();
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}
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}
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}
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}
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// Update is called once per frame
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void FixedUpdate ()
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{
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if (pathPoint != null && pathPoint.Length > curPoint)
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{
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//\\\\\\\\Get angle to the destination and the side
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Vector3 normDir = pathPoint[curPoint] - transform.position;
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normDir = normDir.normalized;
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float dot = Vector3.Dot(normDir, transform.forward);
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//float angle = Mathf.Acos (dot) * Mathf.Rad2Deg;
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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.Accel(dot > 0 ? 1f : 0.25f);
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}
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}
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void GetNearestWP()
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{
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WaypointGroup.Waypoint wp = WaypointGroup.Instance.GetClosestWaypoint(transform.position);
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//if (Vector3.Dot(wp.point - transform.position, transform.forward) < 0)
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AssignWP(WaypointGroup.Instance.GetNextWaypoint(wp));
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//else
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//AssignWP(WaypointGroup.Instance.GetClosestWaypoint(transform.position));
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}
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void GetNextWP()
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{
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AssignWP(WaypointGroup.Instance.GetWaypoint(curWP));
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}
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void AssignWP(WaypointGroup.Waypoint wp)
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{
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var offset = (Random.value * 2f - 1f) * wp.WPwidth * Vector3.left;
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curWPPos = wp.point + wp.rotation * offset;
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curWP++;
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if (curWP >= WaypointGroup.Instance.WPs.Count)
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curWP = 0;
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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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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 havent 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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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)
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{
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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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c = Color.yellow;
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Gizmos.color = c;
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for (int 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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}
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