Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/Vehicles/AI/vehicleAINavMesh.cs
Robii Aragon 779f2c8b20 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

810 lines
30 KiB
C#

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;
}
}