plantilla base para movimiento básico
This commit is contained in:
Robii Aragon
2026-02-05 05:07:55 -08:00
parent 195b696771
commit 779f2c8b20
14443 changed files with 23840465 additions and 452 deletions

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using System;
using System.Collections;
using UnityEngine;
using System.Collections.Generic;
public class WaypointCircuit : MonoBehaviour
{
public List<Transform> waypointList = new List<Transform> ();
public bool showGizmo;
public Color gizmoLabelColor;
public bool useHandleForVertex;
public bool showVertexHandles;
public Color handleGizmoColor;
public float gizmoRadius;
public float handleRadius;
public bool smoothRoute = true;
int numPoints;
Vector3[] points;
float[] distances;
[Range (1, 100)] public float editorVisualisationSubsteps = 100;
public float Length { get; set; }
//this being here will save GC allocs
int p0n;
int p1n;
int p2n;
int p3n;
float i;
Vector3 P0;
Vector3 P1;
Vector3 P2;
Vector3 P3;
// Use this for initialization
void Awake ()
{
if (waypointList.Count > 1) {
CachePositionsAndDistances ();
}
}
public Vector3 getClosestPosition (Vector3 position)
{
float minDistance = Mathf.Infinity;
int index = -1;
for (int i = 0; i < waypointList.Count; ++i) {
float distance = GKC_Utils.distance (position, waypointList [i].position);
if (distance < minDistance) {
minDistance = distance;
index = i;
}
}
if (index > -1) {
return waypointList [index].position;
} else {
return Vector3.zero;
}
}
public float getProgressValue (Vector3 position)
{
float minDistance = Mathf.Infinity;
int index = -1;
for (int i = 0; i < waypointList.Count; ++i) {
float distance = GKC_Utils.distance (position, waypointList [i].position);
if (distance < minDistance) {
minDistance = distance;
index = i;
}
}
if (index > -1) {
Vector3 closestPosition = waypointList [index].position;
float totalDistance = 0;
if (index > 0) {
Vector3 currentPosition = waypointList [0].position;
for (int i = 1; i < index; ++i) {
float distance = GKC_Utils.distance (currentPosition, waypointList [i].position);
totalDistance += distance;
currentPosition = waypointList [i].position;
}
return totalDistance;
} else {
float distance = GKC_Utils.distance (position, waypointList [0].position);
return distance;
}
}
return -1;
}
public RoutePoint GetRoutePoint (float dist)
{
// position and direction
Vector3 p1 = GetRoutePosition (dist);
Vector3 p2 = GetRoutePosition (dist + 0.1f);
Vector3 delta = p2 - p1;
return new RoutePoint (p1, delta.normalized);
}
public Vector3 GetRoutePosition (float dist)
{
numPoints = waypointList.Count;
int point = 0;
if (Length == 0) {
Length = distances [distances.Length - 1];
}
dist = Mathf.Repeat (dist, Length);
while (distances [point] < dist) {
++point;
}
// get nearest two points, ensuring points wrap-around start & end of circuit
p1n = ((point - 1) + numPoints) % numPoints;
p2n = point;
// found point numbers, now find interpolation value between the two middle points
i = Mathf.InverseLerp (distances [p1n], distances [p2n], dist);
if (smoothRoute) {
// smooth catmull-rom calculation between the two relevant points
// get indices for the surrounding 2 points, because
// four points are required by the catmull-rom function
p0n = ((point - 2) + numPoints) % numPoints;
p3n = (point + 1) % numPoints;
// 2nd point may have been the 'last' point - a dupe of the first,
// (to give a value of max track distance instead of zero)
// but now it must be wrapped back to zero if that was the case.
p2n = p2n % numPoints;
P0 = points [p0n];
P1 = points [p1n];
P2 = points [p2n];
P3 = points [p3n];
return CatmullRom (P0, P1, P2, P3, i);
} else {
// simple linear lerp between the two points:
p1n = ((point - 1) + numPoints) % numPoints;
p2n = point;
return Vector3.Lerp (points [p1n], points [p2n], i);
}
}
Vector3 CatmullRom (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i)
{
// comments are no use here... it's the catmull-rom equation.
// Un-magic this, lord vector!
return 0.5f * (2 * p1 + (-p0 + p2) * i + (2 * p0 - 5 * p1 + 4 * p2 - p3) * (i * i) + (-p0 + 3 * p1 - 3 * p2 + p3) * (i * i * i));
}
void CachePositionsAndDistances ()
{
// transfer the position of each point and distances between points to arrays for
// speed of lookup at runtime
points = new Vector3[waypointList.Count + 1];
distances = new float[waypointList.Count + 1];
float accumulateDistance = 0;
for (int i = 0; i < points.Length; ++i) {
Transform t1 = waypointList [(i) % waypointList.Count];
Transform t2 = waypointList [(i + 1) % waypointList.Count];
if (t1 != null && t2 != null) {
Vector3 p1 = t1.position;
Vector3 p2 = t2.position;
points [i] = waypointList [i % waypointList.Count].position;
distances [i] = accumulateDistance;
accumulateDistance += (p1 - p2).magnitude;
}
}
}
public void addNewWayPoint ()
{
Vector3 newPosition = transform.position;
if (waypointList.Count > 0) {
newPosition = waypointList [waypointList.Count - 1].position + waypointList [waypointList.Count - 1].forward;
}
GameObject newWayPoint = new GameObject ();
newWayPoint.transform.SetParent (transform);
newWayPoint.transform.position = newPosition;
newWayPoint.name = (waypointList.Count + 1).ToString ();
waypointList.Add (newWayPoint.transform);
//Undo.RegisterCreatedObjectUndo (newWayPoint, "add new waypoint circuit");
updateComponent ();
}
public void addNewWayPointAtIndex (int index)
{
addNewWayPoint ();
GameObject currentWaypoint = waypointList [waypointList.Count - 1].gameObject;
currentWaypoint.transform.position = waypointList [index].position + waypointList [index].right * 3;
waypointList.Insert ((index + 1), currentWaypoint.transform);
waypointList.RemoveAt (waypointList.Count - 1);
renameWaypoints ();
}
public void renameWaypoints ()
{
for (int i = 0; i < waypointList.Count; ++i) {
waypointList [i].name = (i + 1).ToString ();
waypointList [i].SetParent (null);
waypointList [i].SetParent (transform);
}
updateComponent ();
}
public void resetWaypointsPositions ()
{
Vector3 targetPosition = Vector3.zero;
for (int i = 0; i < waypointList.Count; ++i) {
waypointList [i].localPosition = targetPosition;
targetPosition += Vector3.forward * 2;
}
updateComponent ();
}
public void updateComponent ()
{
GKC_Utils.updateComponent (this);
GKC_Utils.updateDirtyScene ("Update Waypoint Circut System", gameObject);
}
void OnDrawGizmos ()
{
if (!showGizmo) {
return;
}
if (GKC_Utils.isCurrentSelectionActiveGameObject (gameObject)) {
DrawGizmos ();
}
}
void OnDrawGizmosSelected ()
{
DrawGizmos ();
}
void DrawGizmos ()
{
if (showGizmo) {
if (waypointList.Count > 1) {
numPoints = waypointList.Count;
CachePositionsAndDistances ();
Length = distances [distances.Length - 1];
Gizmos.color = gizmoLabelColor;
Vector3 prev = waypointList [0].position;
if (smoothRoute) {
if (editorVisualisationSubsteps <= 0) {
editorVisualisationSubsteps = 1;
}
for (float dist = 0; dist < Length; dist += Length / editorVisualisationSubsteps) {
Vector3 next = GetRoutePosition (dist + 1);
Gizmos.DrawLine (prev, next);
prev = next;
}
Gizmos.DrawLine (prev, waypointList [0].position);
} else {
for (int n = 0; n < waypointList.Count; ++n) {
Vector3 next = waypointList [(n + 1) % waypointList.Count].position;
Gizmos.DrawLine (prev, next);
prev = next;
}
}
}
}
}
public struct RoutePoint
{
public Vector3 position;
public Vector3 direction;
public RoutePoint (Vector3 position, Vector3 direction)
{
this.position = position;
this.direction = direction;
}
}
}

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using System;
using UnityEngine;
public class WaypointProgressTracker : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public bool waypointActive;
// This script can be used with any object that is supposed to follow a
// route marked out by waypoints.
// This script manages the amount to look ahead along the route,
// and keeps track of progress and laps.
[SerializeField] float lookAheadForTargetOffset = 5;
// The offset ahead along the route that the we will aim for
[SerializeField] float lookAheadForTargetFactor = .1f;
// A multiplier adding distance ahead along the route to aim for, based on current speed
[SerializeField] float lookAheadForSpeedOffset = 10;
// The offset ahead only the route for speed adjustments (applied as the rotation of the waypoint target transform)
[SerializeField] float lookAheadForSpeedFactor = .2f;
// A multiplier adding distance ahead along the route for speed adjustments
[SerializeField] ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute;
// whether to update the position smoothly along the route (good for curved paths) or just when we reach each waypoint.
[SerializeField] float pointToPointThreshold = 4;
// proximity to waypoint which must be reached to switch target to next waypoint : only used in PointToPoint mode.
public enum ProgressStyle
{
SmoothAlongRoute,
PointToPoint,
}
// these are public, readable by other objects - i.e. for an AI to know where to head!
public WaypointCircuit.RoutePoint targetPoint { get; set; }
public WaypointCircuit.RoutePoint speedPoint { get; set; }
public WaypointCircuit.RoutePoint progressPoint { get; set; }
[Space]
[Header ("Debug")]
[Space]
public bool showGizmo;
public float progressDistance;
// The progress round the route, used in smooth mode.
public int progressNum;
// the current waypoint number, used in point-to-point mode.
[Space]
[Header ("Components")]
[Space]
public vehicleAINavMesh vehicleAI;
public Transform target;
[SerializeField] WaypointCircuit circuit;
public Transform vehicleTransform;
// A reference to the waypoint-based route we should follow
Vector3 lastPosition;
// Used to calculate current speed (since we may not have a rigidbody component)
float speed;
// current speed of this object (calculated from delta since last frame)
// setup script properties
Transform currentWaypoint;
Vector3 currentVehiclePosition;
void Start ()
{
// we use a transform to represent the point to aim for, and the point which
// is considered for upcoming changes-of-speed. This allows this component
// to communicate this information to the AI without requiring further dependencies.
// You can manually create a transform and assign it to this component *and* the AI,
// then this component will update it, and the AI can read it.
if (waypointActive) {
setTrackActiveState (true);
}
}
public void setWaypointActiveState (bool state)
{
waypointActive = state;
if (waypointActive) {
setTrackActiveState (true);
} else {
setTrackActiveState (false);
}
}
public void activateTrackState ()
{
if (!waypointActive) {
setTrackActiveState (true);
}
}
public void stopTrackState ()
{
if (waypointActive) {
setTrackActiveState (false);
}
}
void setTrackActiveState (bool state)
{
bool circuitLocated = circuit != null;
if (!circuitLocated) {
circuit = FindObjectOfType<WaypointCircuit> ();
circuitLocated = circuit != null;
}
if (!circuitLocated) {
state = false;
waypointActive = false;
}
if (state) {
resetTrackerState ();
if (circuit == null) {
circuit = FindObjectOfType<WaypointCircuit> ();
}
if (vehicleTransform == null) {
vehicleTransform = transform;
}
if (vehicleAI.useNavmeshActive) {
vehicleAI.follow (target);
}
vehicleAI.setDrivingState (true);
vehicleAI.setUsingTrackActive (true);
} else {
vehicleAI.setDrivingState (false);
vehicleAI.setUsingTrackActive (false);
}
}
// reset the object to sensible values
public void resetTrackerState ()
{
bool circuitLocated = circuit != null;
if (!circuitLocated) {
return;
}
if (progressStyle == ProgressStyle.PointToPoint) {
target.position = circuit.waypointList [progressNum].position;
target.rotation = circuit.waypointList [progressNum].rotation;
} else {
target.position = vehicleTransform.position;
target.rotation = vehicleTransform.rotation;
// Vector3 currentPosition = circuit.getClosestPosition (vehicleTransform.position);
// progressDistance = currentPosition.magnitude * 0.5f;
progressDistance = circuit.getProgressValue (vehicleTransform.position);
}
}
void Update ()
{
if (waypointActive) {
currentVehiclePosition = vehicleTransform.position;
if (progressStyle == ProgressStyle.SmoothAlongRoute) {
// determine the position we should currently be aiming for
// (this is different to the current progress position, it is a a certain amount ahead along the route)
// we use lerp as a simple way of smoothing out the speed over time.
if (Time.deltaTime > 0) {
speed = Mathf.Lerp (speed, (lastPosition - currentVehiclePosition).magnitude / Time.deltaTime, Time.deltaTime);
}
target.position = circuit.GetRoutePoint (progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor * speed).position;
target.rotation = Quaternion.LookRotation (circuit.GetRoutePoint (progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor * speed).direction);
// get our current progress along the route
progressPoint = circuit.GetRoutePoint (progressDistance);
Vector3 progressDelta = progressPoint.position - currentVehiclePosition;
if (Vector3.Dot (progressDelta, progressPoint.direction) < 0) {
progressDistance += progressDelta.magnitude * 0.5f;
}
lastPosition = currentVehiclePosition;
} else {
// point to point mode. Just increase the waypoint if we're close enough:
Vector3 targetDelta = target.position - currentVehiclePosition;
if (targetDelta.magnitude < pointToPointThreshold) {
progressNum = (progressNum + 1) % circuit.waypointList.Count;
}
currentWaypoint = circuit.waypointList [progressNum];
target.position = currentWaypoint.position;
target.rotation = currentWaypoint.rotation;
// get our current progress along the route
progressPoint = circuit.GetRoutePoint (progressDistance);
Vector3 progressDelta = progressPoint.position - currentVehiclePosition;
if (Vector3.Dot (progressDelta, progressPoint.direction) < 0) {
progressDistance += progressDelta.magnitude;
}
lastPosition = currentVehiclePosition;
}
}
}
void OnDrawGizmos ()
{
if (!showGizmo) {
return;
}
if (GKC_Utils.isCurrentSelectionActiveGameObject (gameObject)) {
DrawGizmos ();
}
}
void OnDrawGizmosSelected ()
{
DrawGizmos ();
}
//draw the pivot and the final positions of every door
void DrawGizmos ()
{
if (showGizmo) {
if (Application.isPlaying) {
Gizmos.color = Color.green;
Gizmos.DrawLine (vehicleTransform.position, target.position);
Gizmos.DrawWireSphere (circuit.GetRoutePosition (progressDistance), 1);
Gizmos.color = Color.yellow;
Gizmos.DrawLine (target.position, target.position + target.forward);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class remoteVehicleNavmeshOverride : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public bool targetIsFriendly;
public bool targetIsObject;
public bool setAutoBrakeOnRemoveTargetState;
public bool autoBrakeOnRemoveTarget;
[Space]
[Header ("Components")]
[Space]
public vehicleAINavMesh mainVehicleAINavMesh;
public Transform targetTranform;
public void setVehicleNavMeshTargetPosition ()
{
if (targetTranform == null) {
targetTranform = transform;
}
mainVehicleAINavMesh.follow (targetTranform);
mainVehicleAINavMesh.setTargetType (targetIsFriendly, targetIsObject);
if (setAutoBrakeOnRemoveTargetState) {
mainVehicleAINavMesh.setAutoBrakeOnRemoveTargetState (autoBrakeOnRemoveTarget);
}
}
public void removeVehicleNavmeshTarget ()
{
if (setAutoBrakeOnRemoveTargetState) {
mainVehicleAINavMesh.setAutoBrakeOnRemoveTargetState (autoBrakeOnRemoveTarget);
}
mainVehicleAINavMesh.removeTarget ();
}
}

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using System;
using UnityEngine;
using Random = UnityEngine.Random;
using System.Collections;
using System.Collections.Generic;
public class vehicleAINavMesh : AINavMesh
{
[Space]
[Header ("Vehicle AI Navmesh Custom Settings")]
[Space]
public bool vehicleAIActive = true;
public bool useNavmeshActive;
public bool autoBrakeOnRemoveTarget;
[Space]
public bool checkCurrentTargetStateEnabled;
public float checkCurrentTargetStateRate = 0.3f;
[Space]
// This script provides input to the car controller in the same way that the user control script does.
// As such, it is really 'driving' the car, with no special physics or animation tricks to make the car behave properly.
// "wandering" is used to give the cars a more human, less robotic feel. They can waver slightly
// in speed and direction while driving towards their target.
[SerializeField][Range (0, 1)] float m_CautiousSpeedFactor = 0.05f;
// percentage of max speed to use when being maximally cautious
[SerializeField][Range (0, 180)] float m_CautiousMaxAngle = 50f;
// angle of approaching corner to treat as warranting maximum caution
[SerializeField] float m_CautiousMaxDistance = 100f;
// distance at which distance-based cautiousness begins
[SerializeField] float m_CautiousAngularVelocityFactor = 30f;
// how cautious the AI should be when considering its own current angular velocity (i.e. easing off acceleration if spinning!)
[SerializeField] float m_SteerSensitivity = 0.05f;
// how sensitively the AI uses steering input to turn to the desired direction
[SerializeField] float m_AccelSensitivity = 0.04f;
// How sensitively the AI uses the accelerator to reach the current desired speed
[SerializeField] float m_BrakeSensitivity = 1f;
// How sensitively the AI uses the brake to reach the current desired speed
[SerializeField] float m_LateralWanderDistance = 3f;
// how far the car will wander laterally towards its target
[SerializeField] float m_LateralWanderSpeed = 0.1f;
// how fast the lateral wandering will fluctuate
[SerializeField][Range (0, 1)] float m_AccelWanderAmount = 0.1f;
// how much the cars acceleration will wander
[SerializeField] float m_AccelWanderSpeed = 0.1f;
// how fast the cars acceleration wandering will fluctuate
[SerializeField] BrakeCondition m_BrakeCondition = BrakeCondition.TargetDistance;
// what should the AI consider when accelerating/braking?
// whether the AI is currently actively driving or stopped.
// 'target' the target object to aim for.
[SerializeField] bool m_StopWhenTargetReached = false;
// should we stop driving when we reach the target?
[SerializeField] float m_ReachTargetThreshold = 2;
// proximity to target to consider we 'reached' it, and stop driving.
public float maxSpeed;
[Space]
[Header ("Obstacle Detection Settings")]
[Space]
public LayerMask obstacleInFrontLayermask;
public float obstacleInFrontRaycastDistance = 2;
public float obstacleInFrontRaycastOffset = 2;
[Space]
public bool stopIfCertainObstacleLayerDetected;
public LayerMask layermaskToStopIfDetected;
public float capsuleCastRadiusToStopIfDetected;
public float capsuleCastDistanceToStopIfDetected;
[Space]
[Header ("Reverse Direction Settings")]
[Space]
public float reversingAccelereationDuration = 3;
public float minWaitToActivateReversing = 2;
[Space]
[Header ("Debug")]
[Space]
public bool showVehicleDebugPrint;
public Vector2 currentInputValues;
public bool driving;
public bool usingTrackActive;
public bool reversingActiveTemporaly;
public bool obstacleToStopDetected;
[Space]
public bool currentTargetIsCharacter;
public bool currentTargetIsVehicle;
public bool currentTargetIsDriving;
[Space]
[Header ("Components")]
[Space]
public inputActionManager mainInputActionManager;
public Rigidbody m_Rigidbody;
public Transform m_Target;
public Transform vehicleTransform;
public vehicleHUDManager mainVehicleHudManager;
public AIPatrolSystem AIPatrolManager;
float m_RandomPerlin;
// A random value for the car to base its wander on (so that AI cars don't all wander in the same pattern)
float m_AvoidOtherCarTime;
// time until which to avoid the car we recently collided with
float m_AvoidOtherCarSlowdown;
// how much to slow down due to colliding with another car, whilst avoiding
float m_AvoidPathOffset;
// direction (-1 or 1) in which to offset path to avoid other car, whilst avoiding
float currentSpeed;
public enum BrakeCondition
{
NeverBrake,
// the car simply accelerates at full throttle all the time.
TargetDirectionDifference,
// the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners.
TargetDistance,
// the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to
// head for a stationary target and come to rest when it arrives there.
}
Vector3 currentVelocity;
Vector2 moveInput;
float cautiousnessRequired;
float spinningAngle;
float lastTimeReversingActive;
float lastTimeReversingDisabled;
float lastSteerDirection = 0;
bool AIPatrolManagerLocated;
float lastTimeCheckCurrentTargetState;
[Space]
[Space]
[TextArea (3, 10)]
public string explanation = "Enable the field Use Navmesh Active on this component if you want to use navmesh on this AI vehicle" +
"instead of the race track system, which is just to follow a group of waypoints.\n\n" +
"The navmesh option allows to set the movement based on the navigation path to reach a target, along with using the AI patrol on" +
"vheicles as well.";
void Awake ()
{
// give the random perlin a random value
m_RandomPerlin = Random.value * 100;
if (m_Rigidbody == null) {
m_Rigidbody = GetComponent<Rigidbody> ();
}
if (vehicleTransform == null) {
vehicleTransform = transform;
}
AIPatrolManagerLocated = AIPatrolManager != null;
}
public override void Start ()
{
base.Start ();
if (gameObject.activeSelf) {
mainVehicleHudManager.setUsedByAIState (true);
}
}
void FixedUpdate ()
{
if (!vehicleAIActive) {
return;
}
if (usingTrackActive) {
updateVehicleTrack ();
}
}
void updateVehicleTrack ()
{
currentVelocity = m_Rigidbody.linearVelocity;
currentSpeed = currentVelocity.magnitude * 2.23693629f;
if (m_Target == null || !driving) {
// Car should not be moving,
// use handbrake to stop
currentInputValues = Vector2.zero;
mainInputActionManager.overrideInputValues (currentInputValues, -1, 1, true);
} else {
Vector3 fwd = vehicleTransform.forward;
if (currentVelocity.magnitude > maxSpeed * 0.1f) {
fwd = currentVelocity;
}
float desiredSpeed = maxSpeed;
// now it's time to decide if we should be slowing down...
switch (m_BrakeCondition) {
case BrakeCondition.TargetDirectionDifference:
// the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners.
// check out the angle of our target compared to the current direction of the car
float approachingCornerAngle = Vector3.Angle (m_Target.forward, fwd);
// also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle
spinningAngle = m_Rigidbody.angularVelocity.magnitude * m_CautiousAngularVelocityFactor;
// if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount
cautiousnessRequired = Mathf.InverseLerp (0, m_CautiousMaxAngle, Mathf.Max (spinningAngle, approachingCornerAngle));
desiredSpeed = Mathf.Lerp (maxSpeed, maxSpeed * m_CautiousSpeedFactor, cautiousnessRequired);
break;
case BrakeCondition.TargetDistance:
// the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to
// head for a stationary target and come to rest when it arrives there.
// check out the distance to target
Vector3 delta = Vector3.zero;
if (useNavmeshActive) {
delta = new Vector3 (AIMoveInput.moveInput.x, 0, AIMoveInput.moveInput.z);
} else {
delta = m_Target.position - vehicleTransform.position;
}
float distanceCautiousFactor = Mathf.InverseLerp (m_CautiousMaxDistance, 0, delta.magnitude);
// also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle
spinningAngle = m_Rigidbody.angularVelocity.magnitude * m_CautiousAngularVelocityFactor;
// if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount
cautiousnessRequired = Mathf.Max (Mathf.InverseLerp (0, m_CautiousMaxAngle, spinningAngle), distanceCautiousFactor);
desiredSpeed = Mathf.Lerp (maxSpeed, maxSpeed * m_CautiousSpeedFactor, cautiousnessRequired);
break;
case BrakeCondition.NeverBrake:
break;
}
// Evasive action due to collision with other cars:
// our target position starts off as the 'real' target position
Vector3 offsetTargetPos = m_Target.position;
// if are we currently taking evasive action to prevent being stuck against another car:
if (Time.time < m_AvoidOtherCarTime) {
// slow down if necessary (if we were behind the other car when collision occured)
desiredSpeed *= m_AvoidOtherCarSlowdown;
// and veer towards the side of our path-to-target that is away from the other car
offsetTargetPos += m_AvoidPathOffset * m_Target.right;
} else {
// no need for evasive action, we can just wander across the path-to-target in a random way,
// which can help prevent AI from seeming too uniform and robotic in their driving
offsetTargetPos += ((Mathf.PerlinNoise (Time.time * m_LateralWanderSpeed, m_RandomPerlin) * 2 - 1) * m_LateralWanderDistance) * m_Target.right;
}
// use different sensitivity depending on whether accelerating or braking:
float accelBrakeSensitivity = (desiredSpeed < currentSpeed) ? m_BrakeSensitivity : m_AccelSensitivity;
// decide the actual amount of accel/brake input to achieve desired speed.
float accel = Mathf.Clamp ((desiredSpeed - currentSpeed) * accelBrakeSensitivity, -1, 1);
// add acceleration 'wander', which also prevents AI from seeming too uniform and robotic in their driving
// i.e. increasing the accel wander amount can introduce jostling and bumps between AI cars in a race
accel *= (1 - m_AccelWanderAmount) + (Mathf.PerlinNoise (Time.time * m_AccelWanderSpeed, m_RandomPerlin) * m_AccelWanderAmount);
// calculate the local-relative position of the target, to steer towards
Vector3 localTarget = vehicleTransform.InverseTransformPoint (offsetTargetPos);
// work out the local angle towards the target
float targetAngle = Mathf.Atan2 (localTarget.x, localTarget.z) * Mathf.Rad2Deg;
// get the amount of steering needed to aim the car towards the target
float steer = Mathf.Clamp (targetAngle * m_SteerSensitivity, -1, 1) * Mathf.Sign (currentSpeed);
// feed input to the car controller.
currentInputValues = new Vector2 (steer, accel);
mainInputActionManager.overrideInputValues (currentInputValues, accel, 0, true);
// if appropriate, stop driving when we're close enough to the target.
if (m_StopWhenTargetReached && localTarget.magnitude < m_ReachTargetThreshold) {
setDrivingState (false);
}
}
}
void OnCollisionStay (Collision col)
{
// detect collision against other cars, so that we can take evasive action
if (col.rigidbody != null) {
var otherAI = applyDamage.getVehicle (col.gameObject);
if (otherAI != null) {
// we'll take evasive action for 1 second
m_AvoidOtherCarTime = Time.time + 1;
// but who's in front?...
if (Vector3.Angle (vehicleTransform.forward, otherAI.transform.position - vehicleTransform.position) < 90) {
// the other ai is in front, so it is only good manners that we ought to brake...
m_AvoidOtherCarSlowdown = 0.5f;
} else {
// we're in front! ain't slowing down for anybody...
m_AvoidOtherCarSlowdown = 1;
}
// both cars should take evasive action by driving along an offset from the path centre,
// away from the other car
var otherCarLocalDelta = vehicleTransform.InverseTransformPoint (otherAI.transform.position);
float otherCarAngle = Mathf.Atan2 (otherCarLocalDelta.x, otherCarLocalDelta.z);
m_AvoidPathOffset = m_LateralWanderDistance * -Mathf.Sign (otherCarAngle);
}
}
}
public void enableOrDisableAIObject (bool state)
{
if (state) {
if (!gameObject.activeSelf) {
gameObject.SetActive (state);
pauseAI (false);
setUsedByAIState (state);
}
} else {
if (mainVehicleHudManager.currentDriverIsAI ()) {
return;
}
if (gameObject.activeSelf) {
pauseAI (true);
gameObject.SetActive (state);
setUsedByAIState (state);
mainInputActionManager.overrideInputValues (Vector2.zero, -1, 0, false);
}
}
}
public void enableOrDisableAIObjectWithoutActivatingDrivingState (bool state)
{
if (state) {
if (!gameObject.activeSelf) {
gameObject.SetActive (state);
pauseAI (false);
setUsedByAIStateWithoutActivatingDrvingState (state);
}
} else {
if (mainVehicleHudManager.currentDriverIsAI ()) {
return;
}
if (gameObject.activeSelf) {
pauseAI (true);
gameObject.SetActive (state);
setUsedByAIStateWithoutActivatingDrvingState (state);
mainInputActionManager.overrideInputValues (Vector2.zero, -1, 0, false);
}
}
}
public void setUsedByAIState (bool state)
{
mainVehicleHudManager.setUsedByAIState (state);
}
public void setUsedByAIStateWithoutActivatingDrvingState (bool state)
{
mainVehicleHudManager.setUsedByAIStateWithoutActivatingDrvingState (state);
}
public void enableOrDisablePatrolState (bool state)
{
if (AIPatrolManagerLocated) {
if (state) {
if (!AIPatrolManager.isPatrolPaused ()) {
setPatrolPauseState (false);
AIPatrolManager.setClosestWayPoint ();
AIPatrolManager.setReturningToPatrolState (true);
setTargetType (false, true);
setPatrolState (false);
}
} else {
setPatrolPauseState (true);
setPatrolState (false);
}
}
}
public override void setPatrolTarget (Transform newTarget)
{
if (patrollingPaused) {
return;
}
follow (newTarget);
setTargetType (false, true);
}
public void SetTarget (Transform target)
{
m_Target = target;
setDrivingState (true);
}
public void setDrivingState (bool state)
{
driving = state;
reversingActiveTemporaly = false;
lastSteerDirection = 0;
lastTimeReversingActive = 0;
lastTimeReversingDisabled = 0;
}
public void setUsingTrackActive (bool state)
{
usingTrackActive = state;
}
public void setVehicleAIActiveState (bool state)
{
vehicleAIActive = state;
}
public override void updateAIControllerInputValues ()
{
if (!usingTrackActive) {
if (isFollowingTarget ()) {
Vector3 fwd = vehicleTransform.forward;
if (currentVelocity.magnitude > maxSpeed * 0.1f) {
fwd = currentVelocity;
}
float desiredSpeed = maxSpeed;
Vector3 delta = new Vector3 (AIMoveInput.moveInput.x, 0, AIMoveInput.moveInput.z);
float distanceCautiousFactor = Mathf.InverseLerp (m_CautiousMaxDistance, 0, delta.magnitude);
// also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle
spinningAngle = m_Rigidbody.angularVelocity.magnitude * m_CautiousAngularVelocityFactor;
// if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount
cautiousnessRequired = Mathf.Max (Mathf.InverseLerp (0, m_CautiousMaxAngle, spinningAngle), distanceCautiousFactor);
desiredSpeed = Mathf.Lerp (maxSpeed, maxSpeed * m_CautiousSpeedFactor, cautiousnessRequired);
Vector3 lastPosition = vehicleTransform.position;
// if (canReachCurrentTarget) {
int pathCornersCount = pathCorners.Count;
if (pathCornersCount > 0) {
if (pathCornersCount > 1) {
lastPosition = pathCorners [1];
} else {
lastPosition = pathCorners [0];
}
} else {
if (currentTarget != null) {
lastPosition = currentTarget.position;
}
}
// } else {
//
// }
m_Target.position = lastPosition;
m_Target.rotation = Quaternion.LookRotation (delta);
// Evasive action due to collision with other cars:
// our target position starts off as the 'real' target position
Vector3 offsetTargetPos = m_Target.position;
// if are we currently taking evasive action to prevent being stuck against another car:
if (Time.time < m_AvoidOtherCarTime) {
// slow down if necessary (if we were behind the other car when collision occured)
desiredSpeed *= m_AvoidOtherCarSlowdown;
// and veer towards the side of our path-to-target that is away from the other car
offsetTargetPos += m_AvoidPathOffset * m_Target.right;
} else {
// no need for evasive action, we can just wander across the path-to-target in a random way,
// which can help prevent AI from seeming too uniform and robotic in their driving
offsetTargetPos += ((Mathf.PerlinNoise (Time.time * m_LateralWanderSpeed, m_RandomPerlin) * 2 - 1) * m_LateralWanderDistance) * m_Target.right;
}
// use different sensitivity depending on whether accelerating or braking:
float accelBrakeSensitivity = (desiredSpeed < currentSpeed) ? m_BrakeSensitivity : m_AccelSensitivity;
// decide the actual amount of accel/brake input to achieve desired speed.
float accel = Mathf.Clamp ((desiredSpeed - currentSpeed) * accelBrakeSensitivity, -1, 1);
// add acceleration 'wander', which also prevents AI from seeming too uniform and robotic in their driving
// i.e. increasing the accel wander amount can introduce jostling and bumps between AI cars in a race
accel *= (1 - m_AccelWanderAmount) + (Mathf.PerlinNoise (Time.time * m_AccelWanderSpeed, m_RandomPerlin) * m_AccelWanderAmount);
// calculate the local-relative position of the target, to steer towards
Vector3 localTarget = vehicleTransform.InverseTransformPoint (offsetTargetPos);
// work out the local angle towards the target
float targetAngle = Mathf.Atan2 (localTarget.x, localTarget.z) * Mathf.Rad2Deg;
// get the amount of steering needed to aim the car towards the target
float steer = Mathf.Clamp (targetAngle * m_SteerSensitivity, -1, 1) * Mathf.Sign (currentSpeed);
// feed input to the car controller.
float inputAngleWithVehicle = Vector3.Angle (getDesiredVelocity (), vehicleTransform.forward);
// print (inputAngleWithVehicle);
float inputAngleWithVehicleABS = Math.Abs (inputAngleWithVehicle);
float brakeValue = 0;
if (reversingActiveTemporaly) {
accel *= -1;
if (lastSteerDirection != 0) {
steer = -lastSteerDirection;
}
bool disableReversingResult = false;
if (Time.time > lastTimeReversingActive + reversingAccelereationDuration) {
disableReversingResult = true;
if (showVehicleDebugPrint) {
print ("disabling reversing direction after wait time");
}
}
if (inputAngleWithVehicleABS < 45) {
disableReversingResult = true;
if (showVehicleDebugPrint) {
print ("disabling reversing direction from right angle");
}
}
// print (Math.Abs (inputAngleWithVehicleABS - 180) + " " + Math.Abs (steer) + " " +
// (Math.Abs (steer) < 0.3f) + "" + (Math.Abs (inputAngleWithVehicleABS - 180) < 20));
// Math.Abs (steer) < 0.3f ||
if (lastSteerDirection == 0 && Math.Abs (inputAngleWithVehicleABS - 180) < 10 && Time.time > lastTimeReversingActive + 0.5f) {
disableReversingResult = true;
if (showVehicleDebugPrint) {
print ("disabling reversing direction after movement in opposite direction");
}
}
if (disableReversingResult) {
reversingActiveTemporaly = false;
lastTimeReversingDisabled = Time.time;
lastSteerDirection = 0;
}
} else {
if (lastTimeReversingDisabled == 0 || Time.time > lastTimeReversingDisabled + minWaitToActivateReversing) {
if (inputAngleWithVehicleABS > 70) {
if (checkIfObstacleInFront ()) {
reversingActiveTemporaly = true;
lastTimeReversingActive = Time.time;
if (Math.Abs (steer) > 0.1f) {
lastSteerDirection = steer;
}
if (showVehicleDebugPrint) {
print ("reversing direction from obstacle and direction too off");
}
}
} else if (inputAngleWithVehicleABS > 60 && Mathf.Abs (currentVelocity.magnitude) < 10) {
if (checkIfObstacleInFront ()) {
reversingActiveTemporaly = true;
lastTimeReversingActive = Time.time;
if (Math.Abs (steer) > 0.1f) {
lastSteerDirection = steer;
}
if (showVehicleDebugPrint) {
print ("reversing direction from obstacle and direction too off");
}
}
}
}
if (stopIfCertainObstacleLayerDetected) {
obstacleToStopDetected = checkIfObstacleToStopInFront ();
if (obstacleToStopDetected) {
steer = 0;
accel = 0;
brakeValue = 1;
}
}
}
currentInputValues = new Vector2 (steer, accel);
mainInputActionManager.overrideInputValues (currentInputValues, accel, brakeValue, true);
setOnGroundState (mainVehicleHudManager.isVehicleOnGround ());
} else {
currentInputValues = Vector2.zero;
mainInputActionManager.overrideInputValues (currentInputValues, -1, 1, true);
}
}
if (checkCurrentTargetStateEnabled) {
if (Time.time > lastTimeCheckCurrentTargetState + checkCurrentTargetStateRate) {
checkCurrentTargetState ();
}
}
}
bool checkIfObstacleInFront ()
{
if (Physics.Raycast (vehicleTransform.position + obstacleInFrontRaycastOffset * vehicleTransform.forward,
vehicleTransform.forward, obstacleInFrontRaycastDistance, obstacleInFrontLayermask)) {
return true;
}
return false;
}
bool checkIfObstacleToStopInFront ()
{
Vector3 currentObjectPosition = vehicleTransform.position + obstacleInFrontRaycastOffset * vehicleTransform.forward;
Vector3 targetDirection = vehicleTransform.forward;
Vector3 point1 = currentObjectPosition;
Vector3 point2 = point1 + capsuleCastDistanceToStopIfDetected * targetDirection;
// point1 = currentObjectPosition;
// point2 = currentRayTargetPosition.position + capsuleCastDistanceToStopIfDetected * targetDirection;
RaycastHit [] hits = Physics.CapsuleCastAll (point1, point2, capsuleCastRadiusToStopIfDetected, targetDirection, 0, layermaskToStopIfDetected);
bool surfaceFound = hits.Length > 0;
if (surfaceFound) {
// if (Physics.CapsuleCast (point1, point2, capsuleCastRadiusToStopIfDetected, targetDirection, capsuleCastDistanceToStopIfDetected, layermaskToStopIfDetected)) {
if (showGizmo) {
Debug.DrawLine (point1, point2, Color.red, 2);
}
return true;
} else {
if (showGizmo) {
Debug.DrawLine (point1, point2, Color.green, 2);
}
}
return false;
}
public override void updateAICameraInputValues ()
{
if (!usingTrackActive) {
}
}
public override void removeTarget ()
{
setTarget (null);
if (autoBrakeOnRemoveTarget) {
mainVehicleHudManager.activateAutoBrakeOnGetOff ();
}
}
public override void checkStateOnSetTarget ()
{
checkCurrentTargetState ();
}
void checkCurrentTargetState ()
{
if (checkCurrentTargetStateEnabled) {
if (currentTarget != null) {
currentTargetIsVehicle = applyDamage.isVehicle (currentTarget.gameObject);
currentTargetIsCharacter = applyDamage.isCharacter (currentTarget.gameObject) && !currentTargetIsVehicle;
if (currentTargetIsCharacter) {
currentTargetIsDriving = applyDamage.isCharacterDriving (currentTarget.gameObject);
if (currentTargetIsDriving) {
GameObject currentVehicle = applyDamage.getCharacterCurrentVehicle (currentTarget.gameObject);
if (currentVehicle != null) {
currentTarget = currentVehicle.transform;
currentTargetIsVehicle = true;
currentTargetIsCharacter = false;
if (showDebugPrint) {
print ("update target to vehicle " + currentTarget.name);
}
}
}
} else {
GameObject lastDriverGameObject = applyDamage.getLastDriver (currentTarget.gameObject);
if (lastDriverGameObject != null) {
currentTargetIsDriving = applyDamage.isCharacterDriving (lastDriverGameObject);
if (!currentTargetIsDriving) {
currentTarget = lastDriverGameObject.transform;
currentTargetIsVehicle = false;
currentTargetIsCharacter = true;
if (showDebugPrint) {
print ("update target to character " + currentTarget.name);
}
}
}
}
lastTimeCheckCurrentTargetState = Time.time;
}
}
}
public void setAutoBrakeOnRemoveTargetState (bool state)
{
autoBrakeOnRemoveTarget = state;
}
}

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