110 lines
4.3 KiB
C#
110 lines
4.3 KiB
C#
using Pathfinding.Util;
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using UnityEngine;
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namespace Pathfinding.Examples {
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/// <summary>
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/// Animation helper specifically made for the spider robot in the example scenes.
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/// The spider robot (or mine-bot) which has been copied from the Unity Example Project
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/// can have this script attached to be able to pathfind around with animations working properly.
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///
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/// This script should be attached to a parent GameObject however since the original bot has Z+ as up.
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/// This component requires Z+ to be forward and Y+ to be up.
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///
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/// A movement script (e.g AIPath) must also be attached to the same GameObject to actually move the unit.
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///
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/// This script will forward the movement speed to the animator component (<see cref="anim)"/> using the following animator parameter:
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/// - NormalizedSpeed: Movement speed in world units, divided by <see cref="MineBotAnimation.naturalSpeed"/> and the character's scale. This will be 1 when the agent is moving at the natural speed, and 0 when it is standing still.
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///
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/// When the end of path is reached, if the <see cref="endOfPathEffect"/> is not null, it will be instantiated at the current position. However, a check will be
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/// done so that it won't spawn effects too close to the previous spawn-point.
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/// [Open online documentation to see images]
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/// </summary>
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[HelpURL("https://arongranberg.com/astar/documentation/stable/minebotanimation.html")]
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public class MineBotAnimation : VersionedMonoBehaviour {
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/// <summary>Animator component</summary>
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public Animator anim;
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/// <summary>
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/// Effect which will be instantiated when end of path is reached.
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/// See: <see cref="OnTargetReached"/>
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/// </summary>
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public GameObject endOfPathEffect;
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/// <summary>
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/// The natural movement speed is the speed that the animations are designed for.
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///
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/// One can for example configure the animator to speed up the animation if the agent moves faster than this, or slow it down if the agent moves slower than this.
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/// </summary>
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public float naturalSpeed = 5f;
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bool isAtEndOfPath;
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IAstarAI ai;
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Transform tr;
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const string NormalizedSpeedKey = "NormalizedSpeed";
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static int NormalizedSpeedKeyHash = Animator.StringToHash(NormalizedSpeedKey);
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protected override void Awake () {
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base.Awake();
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ai = GetComponent<IAstarAI>();
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tr = GetComponent<Transform>();
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if (anim != null && !HasParameter(anim, NormalizedSpeedKey)) {
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Debug.LogError($"No '{NormalizedSpeedKey}' parameter found on the animator. The animator must have a float parameter called '{NormalizedSpeedKey}'", this);
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enabled = false;
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}
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}
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static bool HasParameter (Animator animator, string paramName) {
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foreach (AnimatorControllerParameter param in animator.parameters) if (param.name == paramName) return true;
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return false;
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}
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/// <summary>Point for the last spawn of <see cref="endOfPathEffect"/></summary>
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protected Vector3 lastTarget;
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/// <summary>
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/// Called when the end of path has been reached.
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/// An effect (<see cref="endOfPathEffect)"/> is spawned when this function is called
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/// However, since paths are recalculated quite often, we only spawn the effect
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/// when the current position is some distance away from the previous spawn-point
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/// </summary>
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void OnTargetReached () {
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if (endOfPathEffect != null && Vector3.Distance(tr.position, lastTarget) > 1) {
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GameObject.Instantiate(endOfPathEffect, tr.position, tr.rotation);
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lastTarget = tr.position;
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}
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}
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void OnEnable () {
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// Process all components in a batched fashion to avoid Unity overhead
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// See https://blog.unity.com/engine-platform/10000-update-calls
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BatchedEvents.Add(this, BatchedEvents.Event.Update, OnUpdate);
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}
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void OnDisable () {
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BatchedEvents.Remove(this);
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}
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static void OnUpdate (MineBotAnimation[] components, int count) {
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for (int i = 0; i < count; i++) components[i].OnUpdate();
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}
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void OnUpdate () {
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if (ai == null) return;
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if (ai.reachedEndOfPath) {
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if (!isAtEndOfPath) OnTargetReached();
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isAtEndOfPath = true;
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} else isAtEndOfPath = false;
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// Calculate the velocity relative to this transform's orientation
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Vector3 relVelocity = tr.InverseTransformDirection(ai.velocity);
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relVelocity.y = 0;
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// Speed relative to the character size
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anim.SetFloat(NormalizedSpeedKeyHash, relVelocity.magnitude / (naturalSpeed * anim.transform.lossyScale.x));
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}
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}
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}
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