/// <summary>
 /// Move away from FocusedOnPosition
 /// </summary>
 public override void MoveAway(bool fullspeed = true)
 {
     RotateAwayFromPosition();
     if (!BotLocomotiveComponent.IsAway())
     {
         Flying3DObjectComponent.ApplyForwardThrust(fullspeed ? 1f : 0.2f);
     }
 }
        public override bool MoveTowardsPosition(bool fullspeed = true)
        {
            RotateTowardsPosition();

            // Match height of position
            if (BotLocomotiveComponent.FocusedOnPosition.Value.y - BotLocomotiveComponent.transform.position.y >= (BotLocomotiveComponent.SqrAtPositionErrorMargin / 2))
            {
                Flying3DObjectComponent.ApplyVerticalThrust(true);
            }

            if (BotLocomotiveComponent.FocusedOnPosition.Value.y - BotLocomotiveComponent.transform.position.y < -(BotLocomotiveComponent.SqrAtPositionErrorMargin / 2))
            {
                Flying3DObjectComponent.ApplyVerticalThrust(false);
            }

            if (BotLocomotiveComponent.IsWithinDistance(Bot.DistanceType.AT_POSITION, ProximityHelpers.DistanceDirection.ALL))
            {
                // At position, stop all forces
                Flying3DObjectComponent.ResetAppliedForces();
                Flying3DObjectComponent.RigidBodyComponent.ResetInertiaTensor();
                // Flying3DObjectComponent.ResetAppliedAxis();
                return(false);
            }
            else if (BotLocomotiveComponent.IsWithinDistance(Bot.DistanceType.PERSONAL_SPACE, ProximityHelpers.DistanceDirection.ALL, 0.85f))       // .IsWithinPersonalSpace(0.85f))
            {
                Flying3DObjectComponent.ApplyForwardThrust(fullspeed ? 0.1f : 0.05f);                                                               //-0.35f : 0.05f);
            }
            else if (BotLocomotiveComponent.IsWithinDistance(Bot.DistanceType.PERSONAL_SPACE, ProximityHelpers.DistanceDirection.HORIZONTAL, 1.1f)) // IsWithinPersonalSpace(1.1f))
            {
                Flying3DObjectComponent.ApplyForwardThrust(fullspeed ? 0.25f : 0.05f);
            }
            else if (BotLocomotiveComponent.IsWithinDistance(Bot.DistanceType.INTERACTION, ProximityHelpers.DistanceDirection.HORIZONTAL)) // IsWithinInteractionDistance())
            {
                // Slow down
                Flying3DObjectComponent.ApplyForwardThrust(fullspeed ? 0.5f : 0.15f);
            }
            // Move towards position
            else // if (!BotLocomotiveComponent.IsWithinInteractionDistance())
            {
                Flying3DObjectComponent.ApplyForwardThrust(fullspeed ? 1f : 0.2f);
            }

            return(true);
        }
Beispiel #3
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        public override void MoveTowardsPosition(bool fullspeed = true)
        {
            RotateTowardsPosition();

            if (Mathf.RoundToInt(BotComponent.FocusedOnPosition.Value.y) > Mathf.RoundToInt(transform.position.y))
            {
                Flying3DObjectComponent.ApplyVerticalThrust(true);
            }
            if (Mathf.RoundToInt(BotComponent.FocusedOnPosition.Value.y) < Mathf.RoundToInt(transform.position.y))
            {
                Flying3DObjectComponent.ApplyVerticalThrust(false);
            }
            if (!BotComponent.IsWithinInteractionDistance())
            {
                Flying3DObjectComponent.ApplyForwardThrust(fullspeed ? 1f : 0.2f);
            }
            else if (BotComponent.IsWithinPersonalSpace())
            {
                Flying3DObjectComponent.ApplyForwardThrust(fullspeed ? -0.5f : 0.1f);
            }
        }
        public override void RotateAwayFromPosition()
        {
            var rotation = Quaternion.LookRotation(BotLocomotiveComponent.GetMoveAwayDestination() - BotLocomotiveComponent.transform.position, Vector3.up);

            Flying3DObjectComponent.YawTo(rotation.eulerAngles.y);
        }
        public override void RotateTowardsPosition()
        {
            var rotation = Quaternion.LookRotation(BotLocomotiveComponent.FocusedOnPosition.Value - BotLocomotiveComponent.transform.position, Vector3.up);

            Flying3DObjectComponent.YawTo(rotation.eulerAngles.y);
        }