Beispiel #1
0
    void Update()
    {
        if (!inited)
        {
            return;
        }

        if (!currentEntry.isIntersection() && currentIndex > 0 && !hasNextEntry)
        {
            //last waypoint in this entry, grab the next path when we are in range
            if (Vector3.Distance(nose.transform.position, currentEntry.waypoints[currentEntry.waypoints.Count - 1]) <= giveWayRegisterDistance)
            {
                var node = system.roadGraph.GetNode(currentEntry.identifier, currentEntry.subIdentifier);

                RoadGraphEdge newNode;

                if (fixedRoute)
                {
                    if (++currentFixedNode >= fixedPath.Count)
                    {
                        currentFixedNode = 0;
                    }
                    newNode = system.FindJoiningIntersection(node, fixedPath[currentFixedNode]);
                }
                else
                {
                    newNode = node.SelectRandom();
                }

                if (newNode == null)
                {
                    Debug.Log("no edges on " + currentEntry.identifier + "_" + currentEntry.subIdentifier);
                    Destroy(gameObject);
                    inited = false;
                    return;
                }

                nextEntry    = system.GetEntry(newNode.id, newNode.subId);
                nextTarget   = nextEntry.waypoints[0];
                hasNextEntry = true;

                nextEntry.RegisterInterest(this);

                //see if we need to slow down for this intersection
                intersectionCornerSpeed = Mathf.Clamp(1 - Vector3.Angle(nextEntry.path.start.transform.forward, nextEntry.path.end.transform.forward) / 90f, 0.4f, 1f);
            }
        }

        //check if we have reached the target waypoint
        if (Vector3.Distance(nose.transform.position, target) <= waypointThreshold)// && !hasStopTarget && !hasGiveWayTarget)
        {
            if (++currentIndex >= currentEntry.waypoints.Count)
            {
                if (currentEntry.isIntersection())
                {
                    currentEntry.DeregisterInterest();
                    var node    = system.roadGraph.GetNode(currentEntry.identifier, currentEntry.subIdentifier);
                    var newNode = node.SelectRandom();

                    if (newNode == null)
                    {
                        Debug.Log("no edges on " + currentEntry.identifier + "_" + currentEntry.subIdentifier);
                        Destroy(gameObject);
                        inited = false;
                        return;
                    }

                    currentEntry = system.GetEntry(newNode.id, newNode.subId);
                    nextEntry    = null;
                    hasNextEntry = false;

                    targetTangent = (currentEntry.waypoints[1] - currentEntry.waypoints[0]).normalized;
                }
                else
                {
                    if (hasStopTarget || hasGiveWayTarget)
                    {
                        target = nextEntry.waypoints[0];
                    }
                    else
                    {
                        currentEntry  = nextEntry;
                        nextEntry     = null;
                        hasNextEntry  = false;
                        targetTangent = Vector3.zero;
                    }
                }

                if (!hasStopTarget && !hasGiveWayTarget)
                {
                    currentIndex = 0;
                }
            }
            if (currentIndex > 1)
            {
                targetTangent = Vector3.zero;
            }

            if (!hasStopTarget && !hasGiveWayTarget)
            {
                target = currentEntry.waypoints[currentIndex];
            }
        }



        SteerCar();

        if (hasNextEntry && nextEntry.isIntersection() && nextEntry.intersection.stopSign)
        {
            if (stopEnd == 0f)
            {
                hasStopTarget = true;
                stopTarget    = nextTarget;
                stopEnd       = Time.time + stopLength;
            }
            else if (Time.time > stopEnd)
            {
                if (nextEntry.intersection.stopQueue.Peek() == this)
                {
                    hasGiveWayTarget = false;
                    hasStopTarget    = false;
                    stopEnd          = 0f;
                }
            }
        }


        if (hasNextEntry && nextEntry.isIntersection() && !nextEntry.intersection.stopSign)
        {
            //check next entry for stop needed
            if (nextEntry.MustGiveWay())
            {
                hasGiveWayTarget = true;
                stopTarget       = target;
            }
            else
            {
                hasGiveWayTarget = false;
            }
        }

        if (!hasGiveWayTarget && hasNextEntry && nextEntry.light != null)
        {
            if (!hasStopTarget && nextEntry.light.State == TrafLightState.RED)
            {
                //light is red, stop here
                hasStopTarget = true;
                stopTarget    = nextTarget;
            }
            else if (hasStopTarget && nextEntry.light.State == TrafLightState.GREEN)
            {
                //green light, go!
                hasStopTarget = false;
                return;
            }
            else if (!hasStopTarget && nextEntry.light.State == TrafLightState.YELLOW)
            {
                //yellow, stop if we aren't zooming on through
                //TODO: carry on if we are too fast/close

                if (Vector3.Distance(nextTarget, nose.transform.position) > yellowLightGoDistance)
                {
                    hasStopTarget = true;
                    stopTarget    = nextTarget;
                }
            }
        }

        float targetSpeed = maxSpeed;

        //check in front of us
        if (Time.time > nextRaycast)
        {
            hitInfo          = new RaycastHit();
            somethingInFront = CheckFrontBlocked(out hitInfo);
            nextRaycast      = NextRaycastTime();
        }

        if (somethingInFront)
        {
            float frontSpeed = Mathf.Clamp((hitInfo.distance - 1f) / 3f, 0f, maxSpeed);
            if (frontSpeed < 0.2f)
            {
                frontSpeed = 0f;
            }

            targetSpeed = Mathf.Min(targetSpeed, frontSpeed);
        }

        if (hasStopTarget || hasGiveWayTarget)
        {
            Vector3 targetVec = (stopTarget - nose.transform.position);

            float stopSpeed = Mathf.Clamp(targetVec.magnitude * (Vector3.Dot(targetVec, nose.transform.forward) > 0 ? 1f : 0f) / 3f, 0f, maxSpeed);
            if (stopSpeed < 0.24f)
            {
                stopSpeed = 0f;
            }

            targetSpeed = Mathf.Min(targetSpeed, stopSpeed);
        }

        //slow down if we need to turn
        if (currentEntry.isIntersection() || hasNextEntry)
        {
            targetSpeed = targetSpeed * intersectionCornerSpeed;
        }
        else
        {
            targetSpeed = targetSpeed * Mathf.Clamp(1 - (currentTurn / maxTurn), 0.1f, 1f);
        }

        if (targetSpeed > currentSpeed)
        {
            currentSpeed += Mathf.Min(maxAccell * Time.deltaTime, targetSpeed - currentSpeed);
        }
        else
        {
            currentSpeed -= Mathf.Min(maxBrake * Time.deltaTime, currentSpeed - targetSpeed);
            if (currentSpeed < 0)
            {
                currentSpeed = 0;
            }
        }
    }
    //ANTONELLO
    private void modificaTarget(bool waypointSaltato)
    {
        if (++currentIndex >= currentEntry.waypoints.Count)
        {
            //Debug.Log("Numero waypoints: " + currentEntry.waypoints.Count + "; currentIndex: " + currentIndex);
            if (currentEntry.isIntersection())
            {
                currentEntry.DeregisterInterest();
                var node    = system.roadGraph.GetNode(currentEntry.identifier, currentEntry.subIdentifier);
                var newNode = node.SelectRandom();

                //CONTROLLA QUESTO PEZZO DI CODICE; POTREBBE DISTRUGGERE LA MACCHINA
                if (newNode == null)
                {
                    //Debug.Log("no edges on " + currentEntry.identifier + "_" + currentEntry.subIdentifier);
                    Destroy(gameObject);
                    inited = false;
                    return;
                }

                currentEntry = system.GetEntry(newNode.id, newNode.subId);
                nextEntry    = null;
                hasNextEntry = false;
                inizioValutazioneSemaforo = false;
                if (this.tag.Equals("Player"))
                {
                    this.Property = "" + newNode.id;
                }


                targetTangent = (currentEntry.waypoints[1] - currentEntry.waypoints[0]).normalized;
            }
            else
            {
                if ((hasStopTarget || hasGiveWayTarget) && !waypointSaltato) //ANTONELLO
                {
                    targetPrecedente = target;
                    target           = nextEntry.waypoints[0];
                }
                else
                {
                    if (nextEntry != null && nextEntry.identifier != 0) //ANTONELLO
                    {
                        currentEntry = nextEntry;
                        nextEntry    = null;
                        hasNextEntry = false;
                        inizioValutazioneSemaforo = false;
                        targetTangent             = Vector3.zero;
                        if (this.tag.Equals("Player"))
                        {
                            this.Property = "" + currentEntry.identifier;
                        }
                    }

                    //ANTONELLO
                    if (waypointSaltato && (hasStopTarget || hasGiveWayTarget))
                    {
                        hasStopTarget    = false;
                        hasGiveWayTarget = false;
                    }
                }
            }

            if ((!hasStopTarget && !hasGiveWayTarget) || waypointSaltato)
            {
                currentIndex = 0;
            }
        }
        if (currentIndex > 1)
        {
            targetTangent = Vector3.zero;
        }

        if ((!hasStopTarget && !hasGiveWayTarget) || waypointSaltato)
        {
            targetPrecedente = target;
            target           = currentEntry.waypoints[currentIndex];
        }
    }