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- #pragma warning disable 618
- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- namespace Pathfinding.Legacy {
- using Pathfinding;
- using Pathfinding.RVO;
- /// <summary>
- /// 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.
- ///
- /// 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.
- /// 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.
- /// 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.
- /// Or it can be the player object in a zombie game.
- /// The speed is self-explanatory, so is turningSpeed, however <see cref="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 <see cref="forwardLook"/> and <see cref="pickNextWaypointDist"/> to a higher value than this.
- /// <see cref="pickNextWaypointDist"/> is simply determines within what range it will switch to target the next waypoint in the path.
- /// <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
- /// 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 <see cref="forwardLook"/> range will not match up exactly with the target point practically, even though that's the goal.
- /// [Open online documentation to see images]
- /// 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.
- ///
- /// Deprecated: Use the AIPath class instead. This class only exists for compatibility reasons.
- /// </summary>
- [RequireComponent(typeof(Seeker))]
- [AddComponentMenu("Pathfinding/Legacy/AI/Legacy AIPath (3D)")]
- [HelpURL("http://arongranberg.com/astar/documentation/stable/class_pathfinding_1_1_legacy_1_1_legacy_a_i_path.php")]
- public class LegacyAIPath : AIPath {
- /// <summary>
- /// Target point is Interpolated on the current segment in the path so that it has a distance of <see cref="forwardLook"/> from the AI.
- /// See the detailed description of AIPath for an illustrative image
- /// </summary>
- public float forwardLook = 1;
- /// <summary>
- /// 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.
- /// </summary>
- public bool closestOnPathCheck = true;
- protected float minMoveScale = 0.05F;
- /// <summary>Current index in the path which is current target</summary>
- protected int currentWaypointIndex = 0;
- protected Vector3 lastFoundWaypointPosition;
- protected float lastFoundWaypointTime = -9999;
- protected override void Awake () {
- base.Awake();
- if (rvoController != null) {
- if (rvoController is LegacyRVOController) (rvoController as LegacyRVOController).enableRotation = false;
- else Debug.LogError("The LegacyAIPath component only works with the legacy RVOController, not the latest one. Please upgrade this component", this);
- }
- }
- /// <summary>
- /// Called when a requested path has finished calculation.
- /// A path is first requested by <see cref="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.
- /// </summary>
- protected override void OnPathComplete (Path _p) {
- ABPath p = _p as ABPath;
- if (p == null) throw new System.Exception("This function only handles ABPaths, do not use special path types");
- waitingForPathCalculation = false;
- //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;
- reachedEndOfPath = 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) {
- // Simulate movement from the point where the path was requested
- // to where we are right now. This reduces the risk that the agent
- // gets confused because the first point in the path is far away
- // from the current position (possibly behind it which could cause
- // the agent to turn around, and that looks pretty bad).
- 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;
- }
- }
- }
- protected override 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 (controller != null) {
- controller.SimpleMove(dir);
- } else if (rigid != null) {
- rigid.AddForce(dir);
- } else {
- tr.Translate(dir*Time.deltaTime, Space.World);
- }
- }
- /// <summary>
- /// Relative direction to where the AI is heading.
- /// Filled in by <see cref="CalculateVelocity"/>
- /// </summary>
- protected new 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;
- }
- /// <summary>
- /// 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
- /// </summary>
- protected new 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;
- if (currentWaypointIndex == vPath.Count-1 && targetDist <= endReachedDistance) {
- if (!reachedEndOfPath) { reachedEndOfPath = 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 = maxSpeed * 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;
- }
- /// <summary>
- /// Rotates in the specified direction.
- /// Rotates around the Y-axis.
- /// See: turningSpeed
- /// </summary>
- protected 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;
- }
- /// <summary>
- /// Calculates target point from the current line segment.
- /// See: <see cref="forwardLook"/>
- /// TODO: This function uses .magnitude quite a lot, can it be optimized?
- /// </summary>
- /// <param name="p">Current position</param>
- /// <param name="a">Line segment start</param>
- /// <param name="b">Line segment end
- /// The returned point will lie somewhere on the line segment.</param>
- 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 = Mathf.Clamp01(VectorMath.ClosestPointOnLineFactor(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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