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 (); circuitLocated = circuit != null; } if (!circuitLocated) { state = false; waypointActive = false; } if (state) { resetTrackerState (); if (circuit == null) { circuit = FindObjectOfType (); } 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); } } } }