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- using UnityEngine;
- namespace Pathfinding {
- using Pathfinding.Util;
- /// <summary>
- /// Policy for how often to recalculate an agent's path.
- ///
- /// See: <see cref="AIBase.autoRepath"/>
- /// See: <see cref="AILerp.autoRepath"/>
- /// </summary>
- [System.Serializable]
- public class AutoRepathPolicy {
- /// <summary>Policy mode for how often to recalculate an agent's path.</summary>
- public enum Mode {
- /// <summary>
- /// Never automatically recalculate the path.
- /// Paths can be recalculated manually by for example calling <see cref="IAstarAI.SearchPath"/> or <see cref="IAstarAI.SetPath"/>.
- /// This mode is useful if you want full control of when the agent calculates its path.
- /// </summary>
- Never,
- /// <summary>
- /// Recalculate the path every <see cref="period"/> seconds.
- ///
- /// This is primarily included for historical reasons, but might be useful if you want the path recalculations to happen at a very predictable rate.
- /// In most cases it is recommended to use the Dynamic mode.
- /// </summary>
- EveryNSeconds,
- /// <summary>
- /// Recalculate the path at least every <see cref="maximumPeriod"/> seconds but more often if the destination moves a lot.
- /// This mode is recommended since it allows the agent to quickly respond to new destinations without using up a lot of CPU power to calculate paths
- /// when it doesn't have to.
- ///
- /// More precisely:
- /// Let C be a circle centered at the destination for the last calculated path with a radius equal to the distance to that point divided by <see cref="sensitivity"/>.
- /// If the new destination is outside that circle the path will be immediately recalculated.
- /// Otherwise let F be the 1 - (distance from the circle's center to the new destination divided by the circle's radius).
- /// So F will be 1 if the new destination is the same as the old one and 0 if it is at the circle's edge.
- /// Recalculate the path if the time since the last path recalculation is greater than <see cref="maximumPeriod"/> multiplied by F.
- ///
- /// Thus if the destination doesn't change the path will be recalculated every <see cref="maximumPeriod"/> seconds.
- /// </summary>
- Dynamic,
- }
- /// <summary>
- /// Policy to use when recalculating paths.
- ///
- /// See: <see cref="AutoRepathPolicy.Mode"/> for more details.
- /// </summary>
- public Mode mode = Mode.Dynamic;
- /// <summary>Number of seconds between each automatic path recalculation for Mode.EveryNSeconds</summary>
- [UnityEngine.Serialization.FormerlySerializedAs("interval")]
- public float period = 0.5f;
- /// <summary>
- /// How sensitive the agent should be to changes in its destination for Mode.Dynamic.
- /// A higher value means the destination has to move less for the path to be recalculated.
- ///
- /// See: <see cref="Mode"/>
- /// </summary>
- public float sensitivity = 10.0f;
- /// <summary>Maximum number of seconds between each automatic path recalculation for Mode.Dynamic</summary>
- [UnityEngine.Serialization.FormerlySerializedAs("maximumInterval")]
- public float maximumPeriod = 2.0f;
- /// <summary>If true the sensitivity will be visualized as a circle in the scene view when the game is playing</summary>
- public bool visualizeSensitivity = false;
- Vector3 lastDestination = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
- float lastRepathTime = float.NegativeInfinity;
- /// <summary>
- /// True if the path should be recalculated according to the policy
- ///
- /// The above parameters are relevant only if <see cref="mode"/> is <see cref="Mode.Dynamic"/>.
- /// </summary>
- /// <param name="position">The current position of the agent.</param>
- /// <param name="radius">The radius of the agent. You may pass 0.0 if the agent doesn't have a radius.</param>
- /// <param name="destination">The goal of the agent right now</param>
- public virtual bool ShouldRecalculatePath (Vector3 position, float radius, Vector3 destination) {
- if (mode == Mode.Never || float.IsPositiveInfinity(destination.x)) return false;
- float timeSinceLast = Time.time - lastRepathTime;
- if (mode == Mode.EveryNSeconds) {
- return timeSinceLast >= period;
- } else {
- // cost = change in destination / max(distance to destination, radius)
- float squaredCost = (destination - lastDestination).sqrMagnitude / Mathf.Max((position - lastDestination).sqrMagnitude, radius*radius);
- float fraction = squaredCost * (sensitivity*sensitivity);
- if (fraction > 1.0f || float.IsNaN(fraction)) return true;
- if (timeSinceLast >= maximumPeriod*(1 - Mathf.Sqrt(fraction))) return true;
- return false;
- }
- }
- /// <summary>Reset the runtime variables so that the policy behaves as if the game just started</summary>
- public virtual void Reset () {
- lastRepathTime = float.NegativeInfinity;
- }
- /// <summary>Must be called when a path request has been scheduled</summary>
- public virtual void DidRecalculatePath (Vector3 destination) {
- lastRepathTime = Time.time;
- lastDestination = destination;
- }
- public void DrawGizmos (Vector3 position, float radius) {
- if (visualizeSensitivity && !float.IsPositiveInfinity(lastDestination.x)) {
- float r = Mathf.Sqrt(Mathf.Max((position - lastDestination).sqrMagnitude, radius*radius)/(sensitivity*sensitivity));
- Draw.Gizmos.CircleXZ(lastDestination, r, Color.magenta);
- }
- }
- }
- }
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