544 lines
29 KiB
C#
544 lines
29 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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namespace Pathfinding {
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using Pathfinding.Util;
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using Pathfinding.Drawing;
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/// <summary>
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/// AI for following paths.
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///
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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.
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/// This script works well for many types of units, but if you need the highest performance (for example if you are moving hundreds of characters) you
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/// may want to customize this script or write a custom movement script to be able to optimize it specifically for your game.
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///
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/// This script will try to move to a given <see cref="destination"/>. At <see cref="Pathfinding.AutoRepathPolicy.period;regular intervals"/>, the path to the destination will be recalculated.
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/// If you want to make the AI to follow a particular object you can attach the <see cref="Pathfinding.AIDestinationSetter"/> component.
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/// Take a look at the getstarted (view in online documentation for working links) tutorial for more instructions on how to configure this script.
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///
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/// Here is a video of this script being used move an agent around (it also uses the <see cref="MineBotAnimation"/> component to drive the animations):
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/// [Open online documentation to see videos]
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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.
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///
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/// The <see cref="Pathfinding.AutoRepathPolicy.period;period setting"/> 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.
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/// The <see cref="destination"/> field 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.
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/// The <see cref="maxSpeed"/> is self-explanatory, as is <see cref="rotationSpeed"/>. 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. Setting it to a large value will make the AI slow down very gradually.
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/// <see cref="pickNextWaypointDist"/> determines the distance to the point the AI will move to (see image below).
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///
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/// Below is an image illustrating several variables that are exposed by this class (<see cref="pickNextWaypointDist"/>, <see cref="steeringTarget"/>, <see cref="desiredVelocity)"/>
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/// [Open online documentation to see images]
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///
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/// This script has many movement fallbacks.
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/// If it finds an RVOController attached to the same GameObject as this component, it will use that. If it finds a character controller it will also use that.
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/// If it finds a rigidbody it will use that. Lastly it will fall back to simply modifying Transform.position which is guaranteed to always work and is also the most performant option.
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///
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/// \section how-aipath-works How it works
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/// In this section I'm going to go over how this script is structured and how information flows.
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/// This is useful if you want to make changes to this script or if you just want to understand how it works a bit more deeply.
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/// However you do not need to read this section if you are just going to use the script as-is.
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///
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/// This script inherits from the <see cref="AIBase"/> class. The movement happens either in Unity's standard Update or FixedUpdate method.
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/// They are both defined in the AIBase class. Which one is actually used depends on if a rigidbody is used for movement or not.
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/// Rigidbody movement has to be done inside the FixedUpdate method while otherwise it is better to do it in Update.
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///
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/// From there a call is made to the <see cref="MovementUpdate"/> method (which in turn calls <see cref="MovementUpdateInternal)"/>.
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/// This method contains the main bulk of the code and calculates how the AI *wants* to move. However it doesn't do any movement itself.
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/// Instead it returns the position and rotation it wants the AI to move to have at the end of the frame.
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/// The Update (or FixedUpdate) method then passes these values to the <see cref="FinalizeMovement"/> method which is responsible for actually moving the character.
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/// That method also handles things like making sure the AI doesn't fall through the ground using raycasting.
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///
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/// The AI recalculates its path regularly. This happens in the Update method which checks <see cref="shouldRecalculatePath"/>, and if that returns true it will call <see cref="SearchPath"/>.
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/// The <see cref="SearchPath"/> method will prepare a path request and send it to the <see cref="Seeker"/> component, which should be attached to the same GameObject as this script.
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/// </summary>
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[AddComponentMenu("Pathfinding/AI/AIPath (2D,3D)")]
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[UniqueComponent(tag = "ai")]
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[DisallowMultipleComponent]
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public partial class AIPath : AIBase, IAstarAI {
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/// <summary>
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/// How quickly the agent accelerates.
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/// Positive values represent an acceleration in world units per second squared.
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/// Negative values are interpreted as an inverse time of how long it should take for the agent to reach its max speed.
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/// For example if it should take roughly 0.4 seconds for the agent to reach its max speed then this field should be set to -1/0.4 = -2.5.
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/// For a negative value the final acceleration will be: -acceleration*maxSpeed.
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/// This behaviour exists mostly for compatibility reasons.
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///
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/// In the Unity inspector there are two modes: Default and Custom. In the Default mode this field is set to -2.5 which means that it takes about 0.4 seconds for the agent to reach its top speed.
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/// In the Custom mode you can set the acceleration to any positive value.
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/// </summary>
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public float maxAcceleration = -2.5f;
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/// <summary>
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/// Rotation speed in degrees per second.
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/// Rotation is calculated using Quaternion.RotateTowards. This variable represents the rotation speed in degrees per second.
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/// The higher it is, the faster the character will be able to rotate.
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/// </summary>
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[UnityEngine.Serialization.FormerlySerializedAs("turningSpeed")]
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public float rotationSpeed = 360;
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/// <summary>Distance from the end of the path where the AI will start to slow down</summary>
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public float slowdownDistance = 0.6F;
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/// <summary>
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/// How far the AI looks ahead along the path to determine the point it moves to.
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/// In world units.
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/// If you enable the <see cref="alwaysDrawGizmos"/> toggle this value will be visualized in the scene view as a blue circle around the agent.
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/// [Open online documentation to see images]
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///
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/// Here are a few example videos showing some typical outcomes with good values as well as how it looks when this value is too low and too high.
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/// <table>
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/// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-danger">Too low</span><br/></verbatim>\endxmlonly A too low value and a too low acceleration will result in the agent overshooting a lot and not managing to follow the path well.</td></tr>
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/// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-warning">Ok</span><br/></verbatim>\endxmlonly A low value but a high acceleration works decently to make the AI follow the path more closely. Note that the <see cref="Pathfinding.AILerp"/> component is better suited if you want the agent to follow the path without any deviations.</td></tr>
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/// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-success">Ok</span><br/></verbatim>\endxmlonly A reasonable value in this example.</td></tr>
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/// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-success">Ok</span><br/></verbatim>\endxmlonly A reasonable value in this example, but the path is followed slightly more loosely than in the previous video.</td></tr>
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/// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-danger">Too high</span><br/></verbatim>\endxmlonly A too high value will make the agent follow the path too loosely and may cause it to try to move through obstacles.</td></tr>
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/// </table>
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/// </summary>
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public float pickNextWaypointDist = 2;
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/// <summary>Draws detailed gizmos constantly in the scene view instead of only when the agent is selected and settings are being modified</summary>
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public bool alwaysDrawGizmos;
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/// <summary>
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/// Slow down when not facing the target direction.
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/// Incurs at a small performance overhead.
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///
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/// This setting only has an effect if <see cref="enableRotation"/> is enabled.
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/// </summary>
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public bool slowWhenNotFacingTarget = true;
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/// <summary>
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/// Prevent the velocity from being too far away from the forward direction of the character.
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/// If the character is ordered to move in the opposite direction from where it is facing
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/// then enabling this will cause it to make a small loop instead of turning on the spot.
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///
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/// This setting only has an effect if <see cref="slowWhenNotFacingTarget"/> is enabled.
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/// </summary>
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public bool preventMovingBackwards = false;
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/// <summary>
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/// Ensure that the character is always on the traversable surface of the navmesh.
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/// When this option is enabled a <see cref="AstarPath.GetNearest"/> query will be done every frame to find the closest node that the agent can walk on
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/// and if the agent is not inside that node, then the agent will be moved to it.
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///
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/// This is especially useful together with local avoidance in order to avoid agents pushing each other into walls.
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/// See: local-avoidance (view in online documentation for working links) for more info about this.
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///
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/// This option also integrates with local avoidance so that if the agent is say forced into a wall by other agents the local avoidance
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/// system will be informed about that wall and can take that into account.
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///
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/// Enabling this has some performance impact depending on the graph type (pretty fast for grid graphs, slightly slower for navmesh/recast graphs).
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/// If you are using a navmesh/recast graph you may want to switch to the <see cref="Pathfinding.RichAI"/> movement script which is specifically written for navmesh/recast graphs and
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/// does this kind of clamping out of the box. In many cases it can also follow the path more smoothly around sharp bends in the path.
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///
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/// It is not recommended that you use this option together with the funnel modifier on grid graphs because the funnel modifier will make the path
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/// go very close to the border of the graph and this script has a tendency to try to cut corners a bit. This may cause it to try to go slightly outside the
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/// traversable surface near corners and that will look bad if this option is enabled.
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///
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/// Warning: This option makes no sense to use on point graphs because point graphs do not have a surface.
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/// Enabling this option when using a point graph will lead to the agent being snapped to the closest node every frame which is likely not what you want.
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///
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/// Below you can see an image where several agents using local avoidance were ordered to go to the same point in a corner.
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/// When not constraining the agents to the graph they are easily pushed inside obstacles.
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/// [Open online documentation to see images]
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/// </summary>
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public bool constrainInsideGraph = false;
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/// <summary>Current path which is followed</summary>
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protected Path path;
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/// <summary>Represents the current steering target for the agent</summary>
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protected PathInterpolator.Cursor interpolator;
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/// <summary>Helper which calculates points along the current path</summary>
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protected PathInterpolator interpolatorPath = new PathInterpolator();
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#region IAstarAI implementation
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/// <summary>\copydoc Pathfinding::IAstarAI::Teleport</summary>
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public override void Teleport (Vector3 newPosition, bool clearPath = true) {
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reachedEndOfPath = false;
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base.Teleport(newPosition, clearPath);
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}
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/// <summary>\copydoc Pathfinding::IAstarAI::remainingDistance</summary>
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public float remainingDistance => interpolator.valid ? interpolator.remainingDistance + movementPlane.ToPlane(interpolator.position - position).magnitude : float.PositiveInfinity;
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/// <summary>\copydoc Pathfinding::IAstarAI::reachedDestination</summary>
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public override bool reachedDestination {
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get {
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if (!reachedEndOfPath) return false;
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if (!interpolator.valid || remainingDistance + movementPlane.ToPlane(destination - interpolator.endPoint).magnitude > endReachedDistance) return false;
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// Don't do height checks in 2D mode
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if (orientation != OrientationMode.YAxisForward) {
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// Check if the destination is above the head of the character or far below the feet of it
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movementPlane.ToPlane(destination - position, out float yDifference);
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var h = tr.localScale.y * height;
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if (yDifference > h || yDifference < -h*0.5) return false;
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}
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return true;
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}
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}
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/// <summary>\copydoc Pathfinding::IAstarAI::reachedEndOfPath</summary>
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public bool reachedEndOfPath { get; protected set; }
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/// <summary>\copydoc Pathfinding::IAstarAI::hasPath</summary>
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public bool hasPath => interpolator.valid;
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/// <summary>\copydoc Pathfinding::IAstarAI::pathPending</summary>
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public bool pathPending => waitingForPathCalculation;
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/// <summary>\copydoc Pathfinding::IAstarAI::steeringTarget</summary>
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public Vector3 steeringTarget => interpolator.valid ? interpolator.position : position;
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/// <summary>\copydoc Pathfinding::IAstarAI::endOfPath</summary>
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public override Vector3 endOfPath {
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get {
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if (interpolator.valid) return interpolator.endPoint;
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if (float.IsFinite(destination.x)) return destination;
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return position;
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}
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}
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/// <summary>\copydoc Pathfinding::IAstarAI::radius</summary>
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float IAstarAI.radius { get => radius; set => radius = value; }
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/// <summary>\copydoc Pathfinding::IAstarAI::height</summary>
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float IAstarAI.height { get => height; set => height = value; }
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/// <summary>\copydoc Pathfinding::IAstarAI::maxSpeed</summary>
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float IAstarAI.maxSpeed { get => maxSpeed; set => maxSpeed = value; }
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/// <summary>\copydoc Pathfinding::IAstarAI::canSearch</summary>
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bool IAstarAI.canSearch { get => canSearch; set => canSearch = value; }
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/// <summary>\copydoc Pathfinding::IAstarAI::canMove</summary>
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bool IAstarAI.canMove { get => canMove; set => canMove = value; }
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/// <summary>\copydoc Pathfinding::IAstarAI::movementPlane</summary>
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NativeMovementPlane IAstarAI.movementPlane => new NativeMovementPlane(movementPlane);
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#endregion
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/// <summary>\copydocref{IAstarAI.GetRemainingPath(List<Vector3>,bool)}</summary>
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public void GetRemainingPath (List<Vector3> buffer, out bool stale) {
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buffer.Clear();
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buffer.Add(position);
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if (!interpolator.valid) {
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stale = true;
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return;
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}
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stale = false;
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interpolator.GetRemainingPath(buffer);
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}
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/// <summary>\copydocref{IAstarAI.GetRemainingPath(List<Vector3>,List<PathPartWithLinkInfo>,bool)}</summary>
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public void GetRemainingPath (List<Vector3> buffer, List<PathPartWithLinkInfo> partsBuffer, out bool stale) {
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GetRemainingPath(buffer, out stale);
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// This movement script doesn't keep track of path parts, so we just add the whole path as a single part
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if (partsBuffer != null) {
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partsBuffer.Clear();
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partsBuffer.Add(new PathPartWithLinkInfo { startIndex = 0, endIndex = buffer.Count - 1 });
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}
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}
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protected override void OnDisable () {
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// This will, among other things call ClearPath
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base.OnDisable();
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rotationFilterState = Vector2.zero;
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rotationFilterState2 = Vector2.zero;
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}
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/// <summary>
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/// The end of the path has been reached.
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/// If you want custom logic for when the AI has reached it's destination add it here. You can
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/// also create a new script which inherits from this one and override the function in that script.
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///
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/// This method will be called again if a new path is calculated as the destination may have changed.
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/// So when the agent is close to the destination this method will typically be called every <see cref="Pathfinding.AutoRepathPolicy.period;period"/> seconds.
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///
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/// Deprecated: Avoid overriding this method. Instead poll the <see cref="reachedDestination"/> or <see cref="reachedEndOfPath"/> properties.
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/// </summary>
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public virtual void OnTargetReached () {
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}
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protected virtual void UpdateMovementPlane () {
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if (path.path == null || path.path.Count == 0) return;
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var graph = AstarData.GetGraph(path.path[0]) as ITransformedGraph;
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IMovementPlane graphTransform = graph != null ? graph.transform : (orientation == OrientationMode.YAxisForward ? new GraphTransform(Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(-90, 270, 90), Vector3.one)) : GraphTransform.identityTransform);
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movementPlane = graphTransform.ToSimpleMovementPlane();
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}
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/// <summary>
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/// Called when a requested path has been calculated.
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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.
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/// </summary>
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protected override void OnPathComplete (Path newPath) {
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ABPath p = newPath 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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// Increase the reference count on the new path.
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// This is used for object pooling to reduce allocations.
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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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SetPath(null);
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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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// The RandomPath and MultiTargetPath do not have a well defined destination that could have been
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// set before the paths were calculated. So we instead set the destination here so that some properties
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// like #reachedDestination and #remainingDistance work correctly.
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if (!p.endPointKnownBeforeCalculation) {
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destination = p.originalEndPoint;
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}
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// Make sure the path contains at least 2 points
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if (path.vectorPath.Count == 1) path.vectorPath.Add(path.vectorPath[0]);
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interpolatorPath.SetPath(path.vectorPath);
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interpolator = interpolatorPath.start;
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UpdateMovementPlane();
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// Reset some variables
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reachedEndOfPath = false;
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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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interpolator.MoveToLocallyClosestPoint((GetFeetPosition() + p.originalStartPoint) * 0.5f);
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interpolator.MoveToLocallyClosestPoint(GetFeetPosition());
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// Update which point we are moving towards.
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// Note that we need to do this here because otherwise the remainingDistance field might be incorrect for 1 frame.
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// (due to interpolator.remainingDistance being incorrect).
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interpolator.MoveToCircleIntersection2D(position, pickNextWaypointDist, movementPlane);
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var distanceToEnd = remainingDistance;
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if (distanceToEnd <= endReachedDistance) {
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reachedEndOfPath = true;
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OnTargetReached();
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}
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}
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protected override void ClearPath () {
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CancelCurrentPathRequest();
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// Release current path so that it can be pooled
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if (path != null) path.Release(this);
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path = null;
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interpolatorPath.SetPath(null);
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reachedEndOfPath = false;
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}
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/// <summary>Called during either Update or FixedUpdate depending on if rigidbodies are used for movement or not</summary>
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protected override void MovementUpdateInternal (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) {
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float currentAcceleration = maxAcceleration;
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// If negative, calculate the acceleration from the max speed
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if (currentAcceleration < 0) currentAcceleration *= -maxSpeed;
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if (updatePosition) {
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// Get our current position. We read from transform.position as few times as possible as it is relatively slow
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// (at least compared to a local variable)
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simulatedPosition = tr.position;
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}
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if (updateRotation) simulatedRotation = tr.rotation;
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var currentPosition = simulatedPosition;
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// Normalized direction of where the agent is looking
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var forwards = movementPlane.ToPlane(simulatedRotation * (orientation == OrientationMode.YAxisForward ? Vector3.up : Vector3.forward));
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// Check if we have a valid path to follow and some other script has not stopped the character
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bool stopped = isStopped || (reachedDestination && whenCloseToDestination == CloseToDestinationMode.Stop);
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if (rvoController != null) rvoDensityBehavior.Update(rvoController.enabled, reachedDestination, ref stopped, ref rvoController.priorityMultiplier, ref rvoController.flowFollowingStrength, currentPosition);
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float speedLimitFactor = 0;
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float distanceToEnd;
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// Check if we have a path to follow
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if (interpolator.valid) {
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// Update which point we are moving towards
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interpolator.MoveToCircleIntersection2D(currentPosition, pickNextWaypointDist, movementPlane);
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var dir = movementPlane.ToPlane(steeringTarget - currentPosition);
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// Calculate the distance to the end of the path
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distanceToEnd = dir.magnitude + Mathf.Max(0, interpolator.remainingDistance);
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// Check if we have reached the target
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var prevTargetReached = reachedEndOfPath;
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reachedEndOfPath = distanceToEnd <= endReachedDistance;
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if (!prevTargetReached && reachedEndOfPath) OnTargetReached();
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if (!stopped) {
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// How fast to move depending on the distance to the destination.
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// Move slower as the character gets closer to the destination.
|
|
// This is always a value between 0 and 1.
|
|
speedLimitFactor = distanceToEnd < slowdownDistance? Mathf.Sqrt(distanceToEnd / slowdownDistance) : 1;
|
|
velocity2D += MovementUtilities.CalculateAccelerationToReachPoint(dir, dir.normalized*maxSpeed, velocity2D, currentAcceleration, rotationSpeed, maxSpeed, forwards) * deltaTime;
|
|
}
|
|
} else {
|
|
reachedEndOfPath = false;
|
|
distanceToEnd = float.PositiveInfinity;
|
|
}
|
|
|
|
if (!interpolator.valid || stopped) {
|
|
// Slow down as quickly as possible
|
|
velocity2D -= Vector2.ClampMagnitude(velocity2D, currentAcceleration * deltaTime);
|
|
// We are already slowing down as quickly as possible. Avoid limiting the speed in other ways.
|
|
speedLimitFactor = 1;
|
|
}
|
|
|
|
velocity2D = MovementUtilities.ClampVelocity(velocity2D, maxSpeed, speedLimitFactor, slowWhenNotFacingTarget && enableRotation, preventMovingBackwards, forwards);
|
|
|
|
ApplyGravity(deltaTime);
|
|
bool avoidingOtherAgents = false;
|
|
|
|
if (rvoController != null && rvoController.enabled) {
|
|
// Send a message to the RVOController that we want to move
|
|
// with this velocity. In the next simulation step, this
|
|
// velocity will be processed and it will be fed back to the
|
|
// rvo controller and finally it will be used by this script
|
|
// when calling the CalculateMovementDelta method below
|
|
|
|
// Make sure that we don't move further than to the end point
|
|
// of the path. If the RVO simulation FPS is low and we did
|
|
// not do this, the agent might overshoot the target a lot.
|
|
var rvoTarget = currentPosition + movementPlane.ToWorld(Vector2.ClampMagnitude(velocity2D, distanceToEnd), 0f);
|
|
rvoController.SetTarget(rvoTarget, velocity2D.magnitude, maxSpeed, endOfPath);
|
|
avoidingOtherAgents = rvoController.AvoidingAnyAgents;
|
|
}
|
|
|
|
// Set how much the agent wants to move during this frame
|
|
var delta2D = lastDeltaPosition = CalculateDeltaToMoveThisFrame(currentPosition, distanceToEnd, deltaTime);
|
|
nextPosition = currentPosition + movementPlane.ToWorld(delta2D, verticalVelocity * deltaTime);
|
|
CalculateNextRotation(speedLimitFactor, avoidingOtherAgents, out nextRotation);
|
|
}
|
|
|
|
Vector2 rotationFilterState, rotationFilterState2;
|
|
|
|
protected virtual void CalculateNextRotation (float slowdown, bool avoidingOtherAgents, out Quaternion nextRotation) {
|
|
if (lastDeltaTime > 0.00001f && enableRotation) {
|
|
// Rotate towards the direction we are moving in
|
|
// Filter out noise in the movement direction
|
|
// This is especially important when the agent is almost standing still and when using local avoidance
|
|
float noiseThreshold = radius * tr.localScale.x * 0.2f;
|
|
float rotationSpeedFactor = MovementUtilities.FilterRotationDirection(ref rotationFilterState, ref rotationFilterState2, lastDeltaPosition, noiseThreshold, lastDeltaTime, avoidingOtherAgents);
|
|
nextRotation = SimulateRotationTowards(rotationFilterState, rotationSpeed * lastDeltaTime * rotationSpeedFactor, rotationSpeed * lastDeltaTime);
|
|
} else {
|
|
// TODO: simulatedRotation
|
|
nextRotation = rotation;
|
|
}
|
|
}
|
|
|
|
static NNConstraint cachedNNConstraint = NNConstraint.Walkable;
|
|
protected override Vector3 ClampToNavmesh (Vector3 position, out bool positionChanged) {
|
|
if (constrainInsideGraph) {
|
|
cachedNNConstraint.tags = seeker.traversableTags;
|
|
cachedNNConstraint.graphMask = seeker.graphMask;
|
|
cachedNNConstraint.distanceMetric = DistanceMetric.ClosestAsSeenFromAboveSoft();
|
|
// Note: We don't want to set nn.constrainDistance = false (i.e. allow finding nodes arbitrarily far away), because that can lead to harsh
|
|
// performance cliffs if agents for example fall through the ground or get thrown off the map, or something like that (it's bound to happen in some games).
|
|
var nearestOnNavmesh = AstarPath.active.GetNearest(position, cachedNNConstraint);
|
|
|
|
if (nearestOnNavmesh.node == null) {
|
|
// Found no valid node to constrain to. This can happen if there are no valid nodes close enough to the agent.
|
|
positionChanged = false;
|
|
return position;
|
|
}
|
|
|
|
var clampedPosition = nearestOnNavmesh.position;
|
|
|
|
if (rvoController != null && rvoController.enabled) {
|
|
// Inform the RVO system about the edges of the navmesh which will allow
|
|
// it to better keep inside the navmesh in the first place.
|
|
rvoController.SetObstacleQuery(nearestOnNavmesh.node);
|
|
}
|
|
|
|
// We cannot simply check for equality because some precision may be lost
|
|
// if any coordinate transformations are used.
|
|
var difference = movementPlane.ToPlane(clampedPosition - position);
|
|
float sqrDifference = difference.sqrMagnitude;
|
|
if (sqrDifference > 0.001f*0.001f) {
|
|
// The agent was outside the navmesh. Remove that component of the velocity
|
|
// so that the velocity only goes along the direction of the wall, not into it
|
|
velocity2D -= difference * Vector2.Dot(difference, velocity2D) / sqrDifference;
|
|
|
|
positionChanged = true;
|
|
// Return the new position, but ignore any changes in the y coordinate from the ClampToNavmesh method as the y coordinates in the navmesh are rarely very accurate
|
|
return position + movementPlane.ToWorld(difference);
|
|
}
|
|
}
|
|
|
|
positionChanged = false;
|
|
return position;
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
[System.NonSerialized]
|
|
int gizmoHash = 0;
|
|
|
|
[System.NonSerialized]
|
|
float lastChangedTime = float.NegativeInfinity;
|
|
|
|
protected static readonly Color GizmoColor = new Color(46.0f/255, 104.0f/255, 201.0f/255);
|
|
|
|
public override void DrawGizmos () {
|
|
base.DrawGizmos();
|
|
|
|
// If alwaysDrawGizmos is false, gizmos are only visible for a short while after the user changes any settings on this component
|
|
var newGizmoHash = pickNextWaypointDist.GetHashCode() ^ slowdownDistance.GetHashCode() ^ endReachedDistance.GetHashCode();
|
|
|
|
if (newGizmoHash != gizmoHash && gizmoHash != 0) lastChangedTime = Time.realtimeSinceStartup;
|
|
gizmoHash = newGizmoHash;
|
|
float alpha = alwaysDrawGizmos ? 1 : Mathf.SmoothStep(1, 0, (Time.realtimeSinceStartup - lastChangedTime - 5f)/0.5f) * (GizmoContext.selectionSize == 1 ? 1 : 0);
|
|
|
|
if (alpha > 0) {
|
|
// Make sure the scene view is repainted while the gizmos are visible
|
|
if (!alwaysDrawGizmos) UnityEditor.SceneView.RepaintAll();
|
|
Draw.Line(position, steeringTarget, GizmoColor * new Color(1, 1, 1, alpha));
|
|
using (Draw.WithMatrix(Matrix4x4.TRS(position, transform.rotation * (orientation == OrientationMode.YAxisForward ? Quaternion.Euler(-90, 0, 0) : Quaternion.identity), Vector3.one))) {
|
|
Draw.xz.Circle(Vector3.zero, pickNextWaypointDist, GizmoColor * new Color(1, 1, 1, alpha));
|
|
Draw.xz.Circle(Vector3.zero, slowdownDistance, Color.Lerp(GizmoColor, Color.red, 0.5f) * new Color(1, 1, 1, alpha));
|
|
Draw.xz.Circle(Vector3.zero, endReachedDistance, Color.Lerp(GizmoColor, Color.red, 0.8f) * new Color(1, 1, 1, alpha));
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
protected override void OnUpgradeSerializedData (ref Serialization.Migrations migrations, bool unityThread) {
|
|
if (migrations.IsLegacyFormat) {
|
|
// Approximately convert from a damping value to a degrees per second value.
|
|
if (migrations.LegacyVersion < 1) rotationSpeed *= 90;
|
|
// The base call will migrate the legacy format further
|
|
}
|
|
base.OnUpgradeSerializedData(ref migrations, unityThread);
|
|
}
|
|
}
|
|
}
|