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- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using Pathfinding;
- using Pathfinding.RVO;
- using plyBloxKit;
- /** AI for following paths.
- * This AI is the default movement script which comes with the A* Pathfinding Project.
- * It is in no way required by the rest of the system, so feel free to write your own. But I hope this script will make it easier
- * to set up movement for the characters in your game. This script is not written for high performance, so I do not recommend using it for large groups of units.
- * \n
- * \n
- * This script will try to follow a target transform, in regular intervals, the path to that target will be recalculated.
- * It will on FixedUpdate try to move towards the next point in the path.
- * However it will only move in the forward direction, but it will rotate around it's Y-axis
- * to make it reach the target.
- *
- * \section variables Quick overview of the variables
- * In the inspector in Unity, you will see a bunch of variables. You can view detailed information further down, but here's a quick overview.\n
- * The #repathRate determines how often it will search for new paths, if you have fast moving targets, you might want to set it to a lower value.\n
- * The #target variable is where the AI will try to move, it can be a point on the ground where the player has clicked in an RTS for example.
- * Or it can be the player object in a zombie game.\n
- * The speed is self-explanatory, so is turningSpeed, however #slowdownDistance might require some explanation.
- * It is the approximate distance from the target where the AI will start to slow down. Note that this doesn't only affect the end point of the path
- * but also any intermediate points, so be sure to set #forwardLook and #pickNextWaypointDist to a higher value than this.\n
- * #pickNextWaypointDist is simply determines within what range it will switch to target the next waypoint in the path.\n
- * #forwardLook will try to calculate an interpolated target point on the current segment in the path so that it has a distance of #forwardLook from the AI\n
- * Below is an image illustrating several variables as well as some internal ones, but which are relevant for understanding how it works.
- * Note that the #forwardLook range will not match up exactly with the target point practically, even though that's the goal.
- * \shadowimage{aipath_variables.png}
- * This script has many movement fallbacks.
- * If it finds a NavmeshController, it will use that, otherwise it will look for a character controller, then for a rigidbody and if it hasn't been able to find any
- * it will use Transform.Translate which is guaranteed to always work.
- */
- [RequireComponent(typeof(Seeker))]
- [AddComponentMenu("Pathfinding/AI/AIPath (generic)")]
- public class AIPath : MonoBehaviour {
- public bool Path;
- public GameObject Ampel_Green;
- public GameObject Ampel_Red;
- public GameObject Attention;
- /** Determines how often it will search for new paths.
- * If you have fast moving targets or AIs, you might want to set it to a lower value.
- * The value is in seconds between path requests.
- */
- public float repathRate = 0.5F;
- /** Target to move towards.
- * The AI will try to follow/move towards this target.
- * It can be a point on the ground where the player has clicked in an RTS for example, or it can be the player object in a zombie game.
- */
- public Transform target;
- /** Enables or disables searching for paths.
- * Setting this to false does not stop any active path requests from being calculated or stop it from continuing to follow the current path.
- * \see #canMove
- */
- public bool canSearch = true;
- /** Enables or disables movement.
- * \see #canSearch */
- public bool canMove = true;
- /** Maximum velocity.
- * This is the maximum speed in world units per second.
- */
- public float speed = 3;
- /** Rotation speed.
- * Rotation is calculated using Quaternion.SLerp. This variable represents the damping, the higher, the faster it will be able to rotate.
- */
- public float turningSpeed = 5;
- /** Distance from the target point where the AI will start to slow down.
- * Note that this doesn't only affect the end point of the path
- * but also any intermediate points, so be sure to set #forwardLook and #pickNextWaypointDist to a higher value than this
- */
- public float slowdownDistance = 0.6F;
- /** Determines within what range it will switch to target the next waypoint in the path */
- public float pickNextWaypointDist = 2;
- /** Target point is Interpolated on the current segment in the path so that it has a distance of #forwardLook from the AI.
- * See the detailed description of AIPath for an illustrative image */
- public float forwardLook = 1;
- /** Distance to the end point to consider the end of path to be reached.
- * When this has been reached, the AI will not move anymore until the target changes and OnTargetReached will be called.
- */
- public float endReachedDistance = 0.2F;
- /** Do a closest point on path check when receiving path callback.
- * Usually the AI has moved a bit between requesting the path, and getting it back, and there is usually a small gap between the AI
- * and the closest node.
- * If this option is enabled, it will simulate, when the path callback is received, movement between the closest node and the current
- * AI position. This helps to reduce the moments when the AI just get a new path back, and thinks it ought to move backwards to the start of the new path
- * even though it really should just proceed forward.
- */
- public bool closestOnPathCheck = true;
- protected float minMoveScale = 0.05F;
- /** Cached Seeker component */
- protected Seeker seeker;
- /** Cached Transform component */
- protected Transform tr;
- /** Time when the last path request was sent */
- protected float lastRepath = -9999;
- /** Current path which is followed */
- protected Path path;
- /** Cached CharacterController component */
- protected CharacterController controller;
- /** Cached NavmeshController component */
- protected NavmeshController navController;
- protected RVOController rvoController;
- /** Cached Rigidbody component */
- protected Rigidbody rigid;
- /** Current index in the path which is current target */
- protected int currentWaypointIndex = 0;
- /** Holds if the end-of-path is reached
- * \see TargetReached */
- protected bool targetReached = false;
- /** Only when the previous path has been returned should be search for a new path */
- protected bool canSearchAgain = true;
- protected Vector3 lastFoundWaypointPosition;
- protected float lastFoundWaypointTime = -9999;
- /** Returns if the end-of-path has been reached
- * \see targetReached */
- public bool TargetReached {
- get {
- return targetReached;
- }
- }
- /** Holds if the Start function has been run.
- * Used to test if coroutines should be started in OnEnable to prevent calculating paths
- * in the awake stage (or rather before start on frame 0).
- */
- private bool startHasRun = false;
- /** Initializes reference variables.
- * If you override this function you should in most cases call base.Awake () at the start of it.
- * */
- protected virtual void Awake () {
- seeker = GetComponent<Seeker>();
- //This is a simple optimization, cache the transform component lookup
- tr = transform;
- //Cache some other components (not all are necessarily there)
- controller = GetComponent<CharacterController>();
- navController = GetComponent<NavmeshController>();
- rvoController = GetComponent<RVOController>();
- if ( rvoController != null ) rvoController.enableRotation = false;
- rigid = GetComponent<Rigidbody>();
- }
- /** Starts searching for paths.
- * If you override this function you should in most cases call base.Start () at the start of it.
- * \see OnEnable
- * \see RepeatTrySearchPath
- */
- protected virtual void Start () {
- startHasRun = true;
- OnEnable ();
- }
- /** Run at start and when reenabled.
- * Starts RepeatTrySearchPath.
- *
- * \see Start
- */
- protected virtual void OnEnable () {
- lastRepath = -9999;
- canSearchAgain = true;
- lastFoundWaypointPosition = GetFeetPosition ();
- if (startHasRun) {
- //Make sure we receive callbacks when paths complete
- seeker.pathCallback += OnPathComplete;
- StartCoroutine (RepeatTrySearchPath ());
- }
- }
- public void OnDisable () {
- // Abort calculation of path
- if (seeker != null && !seeker.IsDone()) seeker.GetCurrentPath().Error();
- // Release current path
- if (path != null) path.Release (this);
- path = null;
- //Make sure we receive callbacks when paths complete
- seeker.pathCallback -= OnPathComplete;
- }
- /** Tries to search for a path every #repathRate seconds.
- * \see TrySearchPath
- */
- protected IEnumerator RepeatTrySearchPath () {
- while (true) {
- float v = TrySearchPath ();
- yield return new WaitForSeconds (v);
- }
- }
- /** Tries to search for a path.
- * Will search for a new path if there was a sufficient time since the last repath and both
- * #canSearchAgain and #canSearch are true and there is a target.
- *
- * \returns The time to wait until calling this function again (based on #repathRate)
- */
- public float TrySearchPath () {
- if (Time.time - lastRepath >= repathRate && canSearchAgain && canSearch && target != null) {
- SearchPath ();
- return repathRate;
- } else {
- //StartCoroutine (WaitForRepath ());
- float v = repathRate - (Time.time-lastRepath);
- return v < 0 ? 0 : v;
- }
- }
- /** Requests a path to the target */
- public virtual void SearchPath () {
- if (target == null) throw new System.InvalidOperationException ("Target is null");
- lastRepath = Time.time;
- //This is where we should search to
- Vector3 targetPosition = target.position;
- canSearchAgain = false;
- //Alternative way of requesting the path
- //ABPath p = ABPath.Construct (GetFeetPosition(),targetPoint,null);
- //seeker.StartPath (p);
- //We should search from the current position
- seeker.StartPath (GetFeetPosition(), targetPosition);
- }
- public virtual void OnTargetReached () {
- //End of path has been reached
- //If you want custom logic for when the AI has reached it's destination
- //add it here
- //You can also create a new script which inherits from this one
- //and override the function in that script
- }
- /** Called when a requested path has finished calculation.
- * A path is first requested by #SearchPath, it is then calculated, probably in the same or the next frame.
- * Finally it is returned to the seeker which forwards it to this function.\n
- */
- public virtual void OnPathComplete (Path _p) {
- if (_p.error) {
- Path =false;
- //Ampel_Red.SetActive(true);
- //Ampel_Green.SetActive(false);
- plyBloxGlobal.Instance.SetVarValue("Puzzle", true);
- Attention.SetActive(false);
- Debug.Log("PathInvalid");
- } else {
- Path =true;
- //Ampel_Green.SetActive(true);
- //Ampel_Red.SetActive(false);
- Attention.SetActive(true);
- plyBloxGlobal.Instance.SetVarValue("Puzzle", false);
- Debug.Log("PathComplete");
- }
- ABPath p = _p as ABPath;
- if (p == null) throw new System.Exception ("This function only handles ABPaths, do not use special path types");
- canSearchAgain = true;
- //Claim the new path
- p.Claim (this);
- // Path couldn't be calculated of some reason.
- // More info in p.errorLog (debug string)
- if (p.error) {
- p.Release (this);
- return;
- }
- //Release the previous path
- if (path != null) path.Release (this);
- //Replace the old path
- path = p;
- //Reset some variables
- currentWaypointIndex = 0;
- targetReached = false;
- //The next row can be used to find out if the path could be found or not
- //If it couldn't (error == true), then a message has probably been logged to the console
- //however it can also be got using p.errorLog
- //if (p.error)
- if (closestOnPathCheck) {
- Vector3 p1 = Time.time - lastFoundWaypointTime < 0.3f ? lastFoundWaypointPosition : p.originalStartPoint;
- Vector3 p2 = GetFeetPosition ();
- Vector3 dir = p2-p1;
- float magn = dir.magnitude;
- dir /= magn;
- int steps = (int)(magn/pickNextWaypointDist);
- #if ASTARDEBUG
- Debug.DrawLine (p1,p2,Color.red,1);
- #endif
- for (int i=0;i<=steps;i++) {
- CalculateVelocity (p1);
- p1 += dir;
- }
- }
- }
- public virtual Vector3 GetFeetPosition () {
- if (rvoController != null) {
- return tr.position - Vector3.up*rvoController.height*0.5f;
- } else
- if (controller != null) {
- return tr.position - Vector3.up*controller.height*0.5F;
- }
- return tr.position;
- }
- public virtual void Update () {
- if (!canMove) { return; }
- Vector3 dir = CalculateVelocity (GetFeetPosition());
- //Rotate towards targetDirection (filled in by CalculateVelocity)
- RotateTowards (targetDirection);
- if (rvoController != null) {
- rvoController.Move (dir);
- } else
- if (navController != null) {
- #if FALSE
- navController.SimpleMove (GetFeetPosition(),dir);
- #endif
- } else if (controller != null) {
- controller.SimpleMove (dir);
- } else if (rigid != null) {
- rigid.AddForce (dir);
- } else {
- tr.Translate (dir*Time.deltaTime, Space.World);
- }
- }
- /** Point to where the AI is heading.
- * Filled in by #CalculateVelocity */
- protected Vector3 targetPoint;
- /** Relative direction to where the AI is heading.
- * Filled in by #CalculateVelocity */
- protected Vector3 targetDirection;
- protected float XZSqrMagnitude (Vector3 a, Vector3 b) {
- float dx = b.x-a.x;
- float dz = b.z-a.z;
- return dx*dx + dz*dz;
- }
- /** Calculates desired velocity.
- * Finds the target path segment and returns the forward direction, scaled with speed.
- * A whole bunch of restrictions on the velocity is applied to make sure it doesn't overshoot, does not look too far ahead,
- * and slows down when close to the target.
- * /see speed
- * /see endReachedDistance
- * /see slowdownDistance
- * /see CalculateTargetPoint
- * /see targetPoint
- * /see targetDirection
- * /see currentWaypointIndex
- */
- protected Vector3 CalculateVelocity (Vector3 currentPosition) {
- if (path == null || path.vectorPath == null || path.vectorPath.Count == 0) return Vector3.zero;
- List<Vector3> vPath = path.vectorPath;
- if (vPath.Count == 1) {
- vPath.Insert (0,currentPosition);
- }
- if (currentWaypointIndex >= vPath.Count) { currentWaypointIndex = vPath.Count-1; }
- if (currentWaypointIndex <= 1) currentWaypointIndex = 1;
- while (true) {
- if (currentWaypointIndex < vPath.Count-1) {
- //There is a "next path segment"
- float dist = XZSqrMagnitude (vPath[currentWaypointIndex], currentPosition);
- //Mathfx.DistancePointSegmentStrict (vPath[currentWaypointIndex+1],vPath[currentWaypointIndex+2],currentPosition);
- if (dist < pickNextWaypointDist*pickNextWaypointDist) {
- lastFoundWaypointPosition = currentPosition;
- lastFoundWaypointTime = Time.time;
- currentWaypointIndex++;
- } else {
- break;
- }
- } else {
- break;
- }
- }
- Vector3 dir = vPath[currentWaypointIndex] - vPath[currentWaypointIndex-1];
- Vector3 targetPosition = CalculateTargetPoint (currentPosition,vPath[currentWaypointIndex-1] , vPath[currentWaypointIndex]);
- dir = targetPosition-currentPosition;
- dir.y = 0;
- float targetDist = dir.magnitude;
- float slowdown = Mathf.Clamp01 (targetDist / slowdownDistance);
- this.targetDirection = dir;
- this.targetPoint = targetPosition;
- if (currentWaypointIndex == vPath.Count-1 && targetDist <= endReachedDistance) {
- if (!targetReached) { targetReached = true; OnTargetReached (); }
- //Send a move request, this ensures gravity is applied
- return Vector3.zero;
- }
- Vector3 forward = tr.forward;
- float dot = Vector3.Dot (dir.normalized,forward);
- float sp = speed * Mathf.Max (dot,minMoveScale) * slowdown;
- #if ASTARDEBUG
- Debug.DrawLine (vPath[currentWaypointIndex-1] , vPath[currentWaypointIndex],Color.black);
- Debug.DrawLine (GetFeetPosition(),targetPosition,Color.red);
- Debug.DrawRay (targetPosition,Vector3.up, Color.red);
- Debug.DrawRay (GetFeetPosition(),dir,Color.yellow);
- Debug.DrawRay (GetFeetPosition(),forward*sp,Color.cyan);
- #endif
- if (Time.deltaTime > 0) {
- sp = Mathf.Clamp (sp,0,targetDist/(Time.deltaTime*2));
- }
- return forward*sp;
- }
- /** Rotates in the specified direction.
- * Rotates around the Y-axis.
- * \see turningSpeed
- */
- protected virtual void RotateTowards (Vector3 dir) {
- if (dir == Vector3.zero) return;
- Quaternion rot = tr.rotation;
- Quaternion toTarget = Quaternion.LookRotation (dir);
- rot = Quaternion.Slerp (rot,toTarget,turningSpeed*Time.deltaTime);
- Vector3 euler = rot.eulerAngles;
- euler.z = 0;
- euler.x = 0;
- rot = Quaternion.Euler (euler);
- tr.rotation = rot;
- }
- /** Calculates target point from the current line segment.
- * \param p Current position
- * \param a Line segment start
- * \param b Line segment end
- * The returned point will lie somewhere on the line segment.
- * \see #forwardLook
- * \todo This function uses .magnitude quite a lot, can it be optimized?
- */
- protected Vector3 CalculateTargetPoint (Vector3 p, Vector3 a, Vector3 b) {
- a.y = p.y;
- b.y = p.y;
- float magn = (a-b).magnitude;
- if (magn == 0) return a;
- float closest = AstarMath.Clamp01 (AstarMath.NearestPointFactor (a, b, p));
- Vector3 point = (b-a)*closest + a;
- float distance = (point-p).magnitude;
- float lookAhead = Mathf.Clamp (forwardLook - distance, 0.0F, forwardLook);
- float offset = lookAhead / magn;
- offset = Mathf.Clamp (offset+closest,0.0F,1.0F);
- return (b-a)*offset + a;
- }
- }
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