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| 1 | using UnityEngine; | |
| 2 | using System.Collections; | |
| 3 | ||
| 4 | - | /* |
| 4 | + | |
| 5 | - | * AI system for Unity3D, NavMesh powered |
| 5 | + | |
| 6 | - | * © Robin van Ee 2012 |
| 6 | + | |
| 7 | - | * Use with permission per project unless otherwise licensed |
| 7 | + | |
| 8 | - | * Contact [email protected] for licensing options |
| 8 | + | |
| 9 | - | */ |
| 9 | + | |
| 10 | private int curro; | |
| 11 | private int cur = 0; | |
| 12 | public GameObject player; | |
| 13 | NavMeshAgent navma; | |
| 14 | int importance = 1; | |
| 15 | //Estimated position of target | |
| 16 | Vector3 estpos; | |
| 17 | //First position we are at | |
| 18 | Vector3 fipo; | |
| 19 | ||
| 20 | void Start(){
| |
| 21 | fipo = transform.position; | |
| 22 | navma = this.GetComponent<NavMeshAgent>(); | |
| 23 | curro = startroutine; | |
| 24 | for(int i = 0; i< routelength;i++){
| |
| 25 | route[i].gameObject.GetComponent<MeshRenderer>().enabled = false; | |
| 26 | } | |
| 27 | } | |
| 28 | void Update(){
| |
| 29 | if(routines[curro]=="Idle"){
| |
| 30 | idle(); | |
| 31 | } | |
| 32 | else if(routines[curro]=="Patrol"){
| |
| 33 | patrol(); | |
| 34 | } | |
| 35 | else if(routines[curro]=="Search"){
| |
| 36 | search(); | |
| 37 | } | |
| 38 | else if(routines[curro]=="Attack"){
| |
| 39 | attack(); | |
| 40 | } | |
| 41 | hear(); | |
| 42 | see(); | |
| 43 | } | |
| 44 | ||
| 45 | void idle(){
| |
| 46 | navma.destination = fipo; | |
| 47 | } | |
| 48 | ||
| 49 | //In this routine, we patrol a given area. | |
| 50 | void patrol(){
| |
| 51 | importance = 2; | |
| 52 | if(cur<routelength){
| |
| 53 | Vector3 dest = route[cur].position; | |
| 54 | navma.destination = dest; | |
| 55 | if(targetDistance(route[cur].position)<2){
| |
| 56 | cur++; | |
| 57 | } | |
| 58 | } | |
| 59 | else{
| |
| 60 | cur = 0; | |
| 61 | } | |
| 62 | } | |
| 63 | ||
| 64 | //In this routine, we're investigating a sound. | |
| 65 | void search(){
| |
| 66 | importance = 2; | |
| 67 | navma.destination = estpos; | |
| 68 | //We're at the estimated position | |
| 69 | if(targetDistance(estpos)<1){
| |
| 70 | //We continue where we left of before seeing or hearing the player | |
| 71 | curro = startroutine; | |
| 72 | //Hear and See will change estpos, so if we're hearing or seeing the player right now, we won't do this. | |
| 73 | } | |
| 74 | } | |
| 75 | ||
| 76 | void attack(){
| |
| 77 | importance = 4; | |
| 78 | navma.destination = player.transform.position; | |
| 79 | if(targetDistance(player.transform.position)<2){
| |
| 80 | navma.destination = transform.position; | |
| 81 | } | |
| 82 | } | |
| 83 | ||
| 84 | ||
| 85 | ||
| 86 | //Our senses | |
| 87 | void hear(){
| |
| 88 | //We hear the player (he is close), but not hard enough to drop everything we're doing | |
| 89 | //We're also not doing anything important | |
| 90 | if(targetDistance(player.transform.position)<15 && importance<2){
| |
| 91 | //Chance of 1% (per frame) we're going to investigate | |
| 92 | //This actually determines the accuraccy of our estimated position | |
| 93 | if(Random.value<0.01){
| |
| 94 | estpos = player.transform.position; | |
| 95 | curro = 2; | |
| 96 | } | |
| 97 | } | |
| 98 | //Player is quite close, we definitely heard him now. | |
| 99 | if(targetDistance(player.transform.position)<10 && importance<4){
| |
| 100 | //Chance of 50% (per frame) that we update our estimated position | |
| 101 | if(Random.value<0.5){
| |
| 102 | estpos = player.transform.position; | |
| 103 | } | |
| 104 | curro = 2; | |
| 105 | } | |
| 106 | } | |
| 107 | ||
| 108 | void see(){
| |
| 109 | RaycastHit hit; | |
| 110 | if(Physics.Raycast(transform.position, Vector3.forward, out hit)){
| |
| 111 | //We saw the player | |
| 112 | if(hit.collider.gameObject.name == player.name){
| |
| 113 | print("saw player");
| |
| 114 | //If close to the player, attack | |
| 115 | if(targetDistance(player.transform.position)<10){
| |
| 116 | curro = 3; | |
| 117 | } | |
| 118 | else{
| |
| 119 | //We remember where we last saw the player and investigate at that position | |
| 120 | estpos = player.transform.position; | |
| 121 | curro = 2; | |
| 122 | } | |
| 123 | } | |
| 124 | } | |
| 125 | } | |
| 126 | ||
| 127 | //Simple 3D Pythagoras | |
| 128 | float targetDistance(Vector3 target){
| |
| 129 | float distance = 0; | |
| 130 | Vector3 distancev; | |
| 131 | distancev.x = target.x - transform.position.x; | |
| 132 | distancev.y = target.y - transform.position.y; | |
| 133 | distancev.z = target.z - transform.position.z; | |
| 134 | distance = Mathf.Sqrt(distancev.x*distancev.x + distancev.y*distancev.y); | |
| 135 | distance = Mathf.Sqrt(distance*distance + distancev.z*distancev.z); | |
| 136 | return distance; | |
| 137 | } | |
| 138 | } |