// Need to be able to set these floats elsewhere;
    public override void Execute(Steerable steerable)
    {
        base.Execute(steerable);

        steerable.AddWanderForce(circleDistance, circleRadius, angleChange, strengthMultiplier);
    }
Beispiel #2
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    public override TaskStatus OnUpdate()
    {
        // Cycle through each steering behavior to apply on this GameObject
        for (int i = 0; i < steeringBehaviors.Length; i++)
        {
            // Stores the steering behavior to apply
            SteeringBehavior steeringBehavior = steeringBehaviors[i];

            // Switch the type of the steering behavior and add it to the GameObject
            switch (steeringBehavior.type)
            {
            case SteeringBehaviorType.Seek:
                steerable.AddSeekForce(steeringBehavior.targetTransform.Value.position, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Arrival:
                steerable.AddArrivalForce(steeringBehavior.targetTransform.Value.position, steeringBehavior.slowingRadius, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Pursue:
                steerable.AddPursueForce(steeringBehavior.targetSteerable, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Flee:
                steerable.AddFleeForce(steeringBehavior.targetTransform.Value.position, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Evade:
                steerable.AddEvadeForce(steeringBehavior.targetSteerable, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Wander:
                steerable.AddWanderForce(steeringBehavior.circleDistance, steeringBehavior.circleRadius,
                                         steeringBehavior.angleChange, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.ObstacleAvoidance:
                steerable.AddObstacleAvoidanceForce(steeringBehavior.obstacleAvoidanceForce, steeringBehavior.maxObstacleViewDistance,
                                                    steeringBehavior.obstacleLayer, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Separation:
                steerable.AddSeparationForce(steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Alignment:
                steerable.AddAlignmentForce(steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Cohesion:
                steerable.AddCohesionForce(steeringBehavior.strengthMultiplier);
                break;
            }
        }

        // Apply the forces on the steerable that is performing this action
        steerable.ApplyForces(Time.deltaTime);

        // If the stopping condition has been met, return success
        if (stoppingCondition.Complete())
        {
            // Once the stopping condition is met, stop the steerable movement
            steerable.StopMoving();

            return(TaskStatus.Success);
        }
        // Else, if the stopping condition has not yet been met
        else
        {
            // Return 'TaskStatus.Running', so that the 'Steer' action can run until the stopping condition is met
            return(TaskStatus.Running);
        }
    }
Beispiel #3
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    /// <summary>
    /// Executes the wander action on the given steerable, making it
    /// wander in a random direction
    /// </summary>
    public override void Execute(Steerable steerable)
    {
        base.Execute(steerable);

        steerable.AddWanderForce(circleDistance, circleRadius, angleChange, strengthMultiplier);
    }
Beispiel #4
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    void FixedUpdate()
    {
        // If the stopping condition has been met, stop moving
        if (stoppingCondition.Complete())
        {
            return;
        }

        // Cycle through the steering behaviors to apply on this GameObject
        for (int i = 0; i < steeringBehaviors.Length; i++)
        {
            // Stores the steering behavior to apply
            SteeringBehavior steeringBehavior = steeringBehaviors[i];

            // Switch the type of the steering behavior and add it to the GameObject
            switch (steeringBehavior.type)
            {
            case SteeringBehaviorType.Seek:
                steerable.AddSeekForce(steeringBehavior.targetTransform.position, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Arrival:
                steerable.AddArrivalForce(steeringBehavior.targetTransform.position, steeringBehavior.slowingRadius, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Pursue:
                steerable.AddPursueForce(steeringBehavior.targetSteerable, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Flee:
                steerable.AddFleeForce(steeringBehavior.targetTransform.position, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Evade:
                steerable.AddEvadeForce(steeringBehavior.targetSteerable, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Wander:
                steerable.AddWanderForce(steeringBehavior.circleDistance, steeringBehavior.circleRadius,
                                         steeringBehavior.angleChange, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.ObstacleAvoidance:
                steerable.AddObstacleAvoidanceForce(steeringBehavior.obstacleAvoidanceForce, steeringBehavior.maxObstacleViewDistance,
                                                    steeringBehavior.obstacleLayer, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.WallAvoidance:
                steerable.AddWallAvoidanceForce(steeringBehavior.obstacleAvoidanceForce, steeringBehavior.maxObstacleViewDistance,
                                                steeringBehavior.obstacleLayer, steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Separation:
                steerable.AddSeparationForce(steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Alignment:
                steerable.AddAlignmentForce(steeringBehavior.strengthMultiplier);
                break;

            case SteeringBehaviorType.Cohesion:
                steerable.AddCohesionForce(steeringBehavior.strengthMultiplier);
                break;
            }
        }

        // Apply the forces on the steerable that is performing this action
        steerable.ApplyForces(Time.fixedDeltaTime);
    }