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