293 lines
11 KiB
C#
293 lines
11 KiB
C#
#pragma warning disable 618
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Pathfinding.Legacy {
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using Pathfinding;
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using Pathfinding.RVO;
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/// <summary>
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/// AI for following paths.
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/// This AI is the default movement script which comes with the A* Pathfinding Project.
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/// 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
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/// 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.
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/// \n
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/// \n
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/// This script will try to follow a target transform, in regular intervals, the path to that target will be recalculated.
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/// It will on FixedUpdate try to move towards the next point in the path.
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/// However it will only move in the forward direction, but it will rotate around it's Y-axis
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/// to make it reach the target.
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///
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/// \section variables Quick overview of the variables
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/// 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
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/// The <see cref="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
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/// The <see cref="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.
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/// Or it can be the player object in a zombie game.\n
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/// The speed is self-explanatory, so is turningSpeed, however <see cref="slowdownDistance"/> might require some explanation.
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/// 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
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/// but also any intermediate points, so be sure to set <see cref="forwardLook"/> and <see cref="pickNextWaypointDist"/> to a higher value than this.\n
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/// <see cref="pickNextWaypointDist"/> is simply determines within what range it will switch to target the next waypoint in the path.\n
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/// <see cref="forwardLook"/> will try to calculate an interpolated target point on the current segment in the path so that it has a distance of <see cref="forwardLook"/> from the AI\n
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/// Below is an image illustrating several variables as well as some internal ones, but which are relevant for understanding how it works.
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/// Note that the <see cref="forwardLook"/> range will not match up exactly with the target point practically, even though that's the goal.
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/// [Open online documentation to see images]
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/// This script has many movement fallbacks.
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/// 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
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/// it will use Transform.Translate which is guaranteed to always work.
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///
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/// Deprecated: Use the AIPath class instead. This class only exists for compatibility reasons.
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/// </summary>
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[RequireComponent(typeof(Seeker))]
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[AddComponentMenu("Pathfinding/Legacy/AI/Legacy AIPath (3D)")]
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[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_legacy_1_1_legacy_a_i_path.php")]
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public class LegacyAIPath : AIPath {
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/// <summary>
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/// Target point is Interpolated on the current segment in the path so that it has a distance of <see cref="forwardLook"/> from the AI.
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/// See the detailed description of AIPath for an illustrative image
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/// </summary>
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public float forwardLook = 1;
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/// <summary>
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/// Do a closest point on path check when receiving path callback.
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/// 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
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/// and the closest node.
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/// If this option is enabled, it will simulate, when the path callback is received, movement between the closest node and the current
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/// 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
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/// even though it really should just proceed forward.
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/// </summary>
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public bool closestOnPathCheck = true;
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protected float minMoveScale = 0.05F;
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/// <summary>Current index in the path which is current target</summary>
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protected int currentWaypointIndex = 0;
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protected Vector3 lastFoundWaypointPosition;
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protected float lastFoundWaypointTime = -9999;
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protected override void Awake () {
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base.Awake();
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}
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/// <summary>
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/// Called when a requested path has finished calculation.
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/// A path is first requested by <see cref="SearchPath"/>, it is then calculated, probably in the same or the next frame.
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/// Finally it is returned to the seeker which forwards it to this function.\n
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/// </summary>
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protected override void OnPathComplete (Path _p) {
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ABPath p = _p as ABPath;
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if (p == null) throw new System.Exception("This function only handles ABPaths, do not use special path types");
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waitingForPathCalculation = false;
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//Claim the new path
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p.Claim(this);
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// Path couldn't be calculated of some reason.
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// More info in p.errorLog (debug string)
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if (p.error) {
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p.Release(this);
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return;
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}
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//Release the previous path
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if (path != null) path.Release(this);
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//Replace the old path
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path = p;
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//Reset some variables
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currentWaypointIndex = 0;
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reachedEndOfPath = false;
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//The next row can be used to find out if the path could be found or not
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//If it couldn't (error == true), then a message has probably been logged to the console
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//however it can also be got using p.errorLog
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//if (p.error)
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if (closestOnPathCheck) {
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// Simulate movement from the point where the path was requested
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// to where we are right now. This reduces the risk that the agent
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// gets confused because the first point in the path is far away
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// from the current position (possibly behind it which could cause
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// the agent to turn around, and that looks pretty bad).
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Vector3 p1 = Time.time - lastFoundWaypointTime < 0.3f ? lastFoundWaypointPosition : p.originalStartPoint;
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Vector3 p2 = GetFeetPosition();
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Vector3 dir = p2-p1;
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float magn = dir.magnitude;
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dir /= magn;
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int steps = (int)(magn/pickNextWaypointDist);
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#if ASTARDEBUG
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Debug.DrawLine(p1, p2, Color.red, 1);
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#endif
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for (int i = 0; i <= steps; i++) {
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CalculateVelocity(p1);
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p1 += dir;
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}
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}
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}
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protected override void Update () {
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if (!canMove) { return; }
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Vector3 dir = CalculateVelocity(GetFeetPosition());
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//Rotate towards targetDirection (filled in by CalculateVelocity)
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RotateTowards(targetDirection);
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if (controller != null) {
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controller.SimpleMove(dir);
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} else if (rigid != null) {
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rigid.AddForce(dir);
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} else {
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tr.Translate(dir*Time.deltaTime, Space.World);
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}
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}
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/// <summary>
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/// Relative direction to where the AI is heading.
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/// Filled in by <see cref="CalculateVelocity"/>
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/// </summary>
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protected new Vector3 targetDirection;
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protected float XZSqrMagnitude (Vector3 a, Vector3 b) {
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float dx = b.x-a.x;
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float dz = b.z-a.z;
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return dx*dx + dz*dz;
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}
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/// <summary>
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/// Calculates desired velocity.
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/// Finds the target path segment and returns the forward direction, scaled with speed.
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/// A whole bunch of restrictions on the velocity is applied to make sure it doesn't overshoot, does not look too far ahead,
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/// and slows down when close to the target.
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/// /see speed
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/// /see endReachedDistance
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/// /see slowdownDistance
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/// /see CalculateTargetPoint
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/// /see targetPoint
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/// /see targetDirection
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/// /see currentWaypointIndex
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/// </summary>
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protected new Vector3 CalculateVelocity (Vector3 currentPosition) {
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if (path == null || path.vectorPath == null || path.vectorPath.Count == 0) return Vector3.zero;
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List<Vector3> vPath = path.vectorPath;
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if (vPath.Count == 1) {
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vPath.Insert(0, currentPosition);
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}
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if (currentWaypointIndex >= vPath.Count) { currentWaypointIndex = vPath.Count-1; }
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if (currentWaypointIndex <= 1) currentWaypointIndex = 1;
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while (true) {
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if (currentWaypointIndex < vPath.Count-1) {
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//There is a "next path segment"
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float dist = XZSqrMagnitude(vPath[currentWaypointIndex], currentPosition);
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//Mathfx.DistancePointSegmentStrict (vPath[currentWaypointIndex+1],vPath[currentWaypointIndex+2],currentPosition);
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if (dist < pickNextWaypointDist*pickNextWaypointDist) {
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lastFoundWaypointPosition = currentPosition;
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lastFoundWaypointTime = Time.time;
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currentWaypointIndex++;
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} else {
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break;
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}
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} else {
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break;
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}
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}
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Vector3 dir = vPath[currentWaypointIndex] - vPath[currentWaypointIndex-1];
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Vector3 targetPosition = CalculateTargetPoint(currentPosition, vPath[currentWaypointIndex-1], vPath[currentWaypointIndex]);
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dir = targetPosition-currentPosition;
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dir.y = 0;
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float targetDist = dir.magnitude;
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float slowdown = Mathf.Clamp01(targetDist / slowdownDistance);
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this.targetDirection = dir;
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if (currentWaypointIndex == vPath.Count-1 && targetDist <= endReachedDistance) {
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if (!reachedEndOfPath) { reachedEndOfPath = true; OnTargetReached(); }
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//Send a move request, this ensures gravity is applied
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return Vector3.zero;
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}
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Vector3 forward = tr.forward;
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float dot = Vector3.Dot(dir.normalized, forward);
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float sp = maxSpeed * Mathf.Max(dot, minMoveScale) * slowdown;
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#if ASTARDEBUG
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Debug.DrawLine(vPath[currentWaypointIndex-1], vPath[currentWaypointIndex], Color.black);
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Debug.DrawLine(GetFeetPosition(), targetPosition, Color.red);
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Debug.DrawRay(targetPosition, Vector3.up, Color.red);
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Debug.DrawRay(GetFeetPosition(), dir, Color.yellow);
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Debug.DrawRay(GetFeetPosition(), forward*sp, Color.cyan);
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#endif
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if (Time.deltaTime > 0) {
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sp = Mathf.Clamp(sp, 0, targetDist/(Time.deltaTime*2));
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}
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return forward*sp;
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}
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/// <summary>
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/// Rotates in the specified direction.
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/// Rotates around the Y-axis.
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/// See: turningSpeed
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/// </summary>
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protected void RotateTowards (Vector3 dir) {
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if (dir == Vector3.zero) return;
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Quaternion rot = tr.rotation;
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Quaternion toTarget = Quaternion.LookRotation(dir);
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rot = Quaternion.Slerp(rot, toTarget, turningSpeed*Time.deltaTime);
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Vector3 euler = rot.eulerAngles;
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euler.z = 0;
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euler.x = 0;
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rot = Quaternion.Euler(euler);
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tr.rotation = rot;
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}
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/// <summary>
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/// Calculates target point from the current line segment.
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/// See: <see cref="forwardLook"/>
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/// TODO: This function uses .magnitude quite a lot, can it be optimized?
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/// </summary>
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/// <param name="p">Current position</param>
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/// <param name="a">Line segment start</param>
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/// <param name="b">Line segment end
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/// The returned point will lie somewhere on the line segment.</param>
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protected Vector3 CalculateTargetPoint (Vector3 p, Vector3 a, Vector3 b) {
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a.y = p.y;
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b.y = p.y;
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float magn = (a-b).magnitude;
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if (magn == 0) return a;
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float closest = Mathf.Clamp01(VectorMath.ClosestPointOnLineFactor(a, b, p));
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Vector3 point = (b-a)*closest + a;
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float distance = (point-p).magnitude;
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float lookAhead = Mathf.Clamp(forwardLook - distance, 0.0F, forwardLook);
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float offset = lookAhead / magn;
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offset = Mathf.Clamp(offset+closest, 0.0F, 1.0F);
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return (b-a)*offset + a;
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}
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}
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}
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