187 lines
6.0 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using Pathfinding.RVO;
namespace Pathfinding.Examples {
/// <summary>
/// Example movement script for using RVO.
///
/// Primarily intended for the example scenes.
/// You can use the AIPath or RichAI movement scripts in your own projects.
///
/// See: <see cref="Pathfinding.AIPath"/>
/// See: <see cref="Pathfinding.RichAI"/>
/// See: <see cref="Pathfinding.RVO.RVOController"/>
/// </summary>
[RequireComponent(typeof(RVOController))]
[RequireComponent(typeof(Seeker))]
[HelpURL("https://arongranberg.com/astar/documentation/stable/rvoexampleagent.html")]
public class RVOExampleAgent : MonoBehaviour {
public float repathRate = 1;
private float nextRepath = 0;
private Vector3 target;
private bool canSearchAgain = true;
private RVOController controller;
public float maxSpeed = 10;
Path path = null;
List<Vector3> vectorPath;
int wp;
public float moveNextDist = 1;
public float slowdownDistance = 1;
public LayerMask groundMask;
Seeker seeker;
MeshRenderer[] rends;
public void Awake () {
seeker = GetComponent<Seeker>();
controller = GetComponent<RVOController>();
}
/// <summary>Set the point to move to</summary>
public void SetTarget (Vector3 target) {
this.target = target;
RecalculatePath();
}
/// <summary>Animate the change of color</summary>
public void SetColor (Color color) {
if (rends == null) rends = GetComponentsInChildren<MeshRenderer>();
foreach (var rend in rends) {
StartCoroutine(AnimateColor(rend, rend.material.GetColor("_Color"), color));
}
}
System.Collections.IEnumerator AnimateColor (MeshRenderer rend, Color startColor, Color endColor) {
float t = 0;
do {
t = Mathf.Min(1.0f, t + Time.deltaTime);
rend.material.SetColor("_Color", Color.Lerp(startColor, endColor, t));
yield return null;
} while (t < 1);
}
public void RecalculatePath () {
canSearchAgain = false;
nextRepath = Time.time+repathRate*(Random.value+0.5f);
seeker.StartPath(transform.position, target, OnPathComplete);
}
public void OnPathComplete (Path _p) {
ABPath p = _p as ABPath;
canSearchAgain = true;
if (path != null) path.Release(this);
path = p;
p.Claim(this);
if (p.error) {
wp = 0;
vectorPath = null;
return;
}
Vector3 p1 = p.originalStartPoint;
Vector3 p2 = transform.position;
p1.y = p2.y;
float d = (p2-p1).magnitude;
wp = 0;
vectorPath = p.vectorPath;
Vector3 waypoint;
if (moveNextDist > 0) {
for (float t = 0; t <= d; t += moveNextDist*0.6f) {
wp--;
Vector3 pos = p1 + (p2-p1)*t;
do {
wp++;
waypoint = vectorPath[wp];
} while (controller.To2D(pos - waypoint).sqrMagnitude < moveNextDist*moveNextDist && wp != vectorPath.Count-1);
}
}
}
public void Update () {
if (Time.time >= nextRepath && canSearchAgain) {
RecalculatePath();
}
Vector3 pos = transform.position;
if (vectorPath != null && vectorPath.Count > 1) {
while ((controller.To2D(pos - vectorPath[wp]).sqrMagnitude < moveNextDist*moveNextDist && wp != vectorPath.Count-1) || wp == 0) {
wp++;
}
// Current path segment goes from vectorPath[wp-1] to vectorPath[wp]
// We want to find the point on that segment that is 'moveNextDist' from our current position.
// This can be visualized as finding the intersection of a circle with radius 'moveNextDist'
// centered at our current position with that segment.
var p1 = vectorPath[wp-1];
var p2 = vectorPath[wp];
// Calculate the intersection with the circle. This involves some math.
var t = VectorMath.LineCircleIntersectionFactor(controller.To2D(transform.position), controller.To2D(p1), controller.To2D(p2), moveNextDist);
// Clamp to a point on the segment
t = Mathf.Clamp01(t);
Vector3 waypoint = Vector3.Lerp(p1, p2, t);
// Calculate distance to the end of the path
float remainingDistance = controller.To2D(waypoint - pos).magnitude + controller.To2D(waypoint - p2).magnitude;
for (int i = wp; i < vectorPath.Count - 1; i++) remainingDistance += controller.To2D(vectorPath[i+1] - vectorPath[i]).magnitude;
// Set the target to a point in the direction of the current waypoint at a distance
// equal to the remaining distance along the path. Since the rvo agent assumes that
// it should stop when it reaches the target point, this will produce good avoidance
// behavior near the end of the path. When not close to the end point it will act just
// as being commanded to move in a particular direction, not toward a particular point
var rvoTarget = (waypoint - pos).normalized * remainingDistance + pos;
// When within [slowdownDistance] units from the target, use a progressively lower speed
var desiredSpeed = Mathf.Clamp01(remainingDistance / slowdownDistance) * maxSpeed;
Debug.DrawLine(transform.position, waypoint, Color.red);
controller.SetTarget(rvoTarget, desiredSpeed, maxSpeed, vectorPath[vectorPath.Count-1]);
} else {
// Stand still
controller.SetTarget(pos, maxSpeed, maxSpeed, pos);
}
// Get a processed movement delta from the rvo controller and move the character.
// This is based on information from earlier frames.
var movementDelta = controller.CalculateMovementDelta(Time.deltaTime);
pos += movementDelta;
// Rotate the character if the velocity is not extremely small
if (Time.deltaTime > 0 && movementDelta.magnitude / Time.deltaTime > 0.01f) {
var rot = transform.rotation;
var targetRot = Quaternion.LookRotation(movementDelta, controller.To3D(Vector2.zero, 1));
const float RotationSpeed = 5;
if (controller.movementPlaneMode == MovementPlane.XY) {
targetRot = targetRot * Quaternion.Euler(-90, 180, 0);
}
transform.rotation = Quaternion.Slerp(rot, targetRot, Time.deltaTime * RotationSpeed);
}
if (controller.movementPlaneMode == MovementPlane.XZ) {
RaycastHit hit;
if (Physics.Raycast(pos + Vector3.up, Vector3.down, out hit, 2, groundMask)) {
pos.y = hit.point.y;
}
}
transform.position = pos;
}
}
}