Ejemplo n.º 1
0
    public Vector3 SteeringArrive(GameObject target, float timeStep)
    {
        float dist = (target.transform.position - character.transform.position).magnitude;

        //in the inner radius, stop
        if (dist < ArrivalRadius)
        {
            _characterVelocity = Vector3.zero;
            hasArrived         = true;
        }
        else if (dist < SlowDownRadius)
        {
            Vector3 desiredVel = target.transform.position - character.transform.position;
            float   distance   = desiredVel.magnitude;
            float   mag        = AdditionalVector3Tools.map(distance, 0, 50, 0, MaxSpeed);
            //CharacterVelocity = mag*desiredVel*timeStep;
            _characterVelocity = Vector3.Lerp(_characterVelocity, Vector3.zero, timeStep);

            hasArrived = true;
        }
        else if ((target.transform.position - character.transform.position).magnitude > SlowDownRadius)
        {
            hasArrived = false;
        }
        return(_characterVelocity);
    }
Ejemplo n.º 2
0
    public void Align2(float targetOrientation, float timeStep)
    {
        float rotation = targetOrientation - character.transform.rotation.eulerAngles.y;

        rotation = AdditionalVector3Tools.mapAngleToRange(rotation);
        Vector3 charAngles   = character.transform.rotation.eulerAngles;
        float   rotationSize = Mathf.Abs(Mathf.Abs(targetOrientation) - Mathf.Abs(transform.rotation.eulerAngles.y));

        //if we are within the range of satisfaction, stop rotating and return the targets rotation
        if (rotation < slowDownOrientation)
        {
            charAngles.y = targetOrientation;
            character.transform.rotation = Quaternion.Euler(charAngles);
            return;
        }
        float sign                = Mathf.Sign(rotation);
        float goalVelocity        = (sign * maxAngularVelocity) * (rotation * sign) / (sign * slowDownOrientation);
        float angularAcceleration = (goalVelocity - characterAngularVelocity) / timeToTarget;
        float angle               = charAngles.y;

        if (Mathf.Abs(angularAcceleration) < Mathf.Abs(maxAngularAcceleration))
        {
            characterAngularVelocity = characterAngularVelocity + angularAcceleration * timeStep;
        }
        else
        {
            characterAngularVelocity = (sign) * angularAcceleration;
        }
        if (characterAngularVelocity < maxAngularVelocity)
        {
            charAngles.y = angle + characterAngularVelocity * timeStep;
            character.transform.rotation = Quaternion.Euler(charAngles);
            return;
        }
    }
Ejemplo n.º 3
0
    void Align(float targetOrientation, float timeStep)
    {
        float rotation = targetOrientation - character.transform.rotation.eulerAngles.y;

        rotation = AdditionalVector3Tools.mapAngleToRange(rotation);
        Vector3 charRotation = character.transform.rotation.eulerAngles;

        //if we are within the range of satisfaction, stop rotating and return the targets rotation
        if (Mathf.Abs(Mathf.Abs(targetOrientation) - Mathf.Abs(transform.rotation.eulerAngles.y)) < satisfactionRotation)
        {
            charRotation.y = targetOrientation;
            character.transform.rotation = Quaternion.Euler(charRotation);
            return;
        }


        //rotation sign

        float sign = Mathf.Sign(rotation);
        //now we compute the goal angular velocity

        float goalVelocity = (sign * maxAngularVelocity) * rotation / (sign * slowDownOrientation);

        //current character velocity

        float currCharVelocity = Vector3.Magnitude(character.rigidbody.velocity);

        //compute the angular acceleration

        float angularAcceleration = (goalVelocity - currCharVelocity) / timeToTarget;


        if (Mathf.Abs(angularAcceleration) > Mathf.Abs(maxAngularAcceleration))
        {
            angularAcceleration = maxAngularAcceleration * sign;
        }

        //ensure angular velocity sign is the same as rotation
        if (Mathf.Sign(maxAngularVelocity) != sign)
        {
            angularVelocity *= sign;
        }
        angularVelocity += angularAcceleration * timeStep;

        if (Mathf.Abs(angularVelocity) > maxAngularVelocity)
        {
            angularVelocity = Mathf.Abs(maxAngularVelocity) * sign;
        }



        charRotation.y = character.transform.rotation.eulerAngles.y + angularVelocity * timeStep;
        character.transform.rotation = Quaternion.Euler(charRotation);
    }
Ejemplo n.º 4
0
    public Vector3 SteeringFlee(Vector3 target, float timeStep)
    {
        // FixRotation();
        characterAcceleration = (character.transform.position - target);

        characterAcceleration.y = 0;
        characterAcceleration   = Vector3.Normalize(characterAcceleration) * maxAcceleration;
        _characterVelocity      = _characterVelocity + (characterAcceleration * timeStep);
        _characterVelocity      = AdditionalVector3Tools.Limit(_characterVelocity, MaxSpeed);
        return(_characterVelocity);
    }
Ejemplo n.º 5
0
    public void SteeringFlee()
    {
        characterAcceleration = (character.transform.position - _targetGameObject.transform.position);

        characterAcceleration.y = 0;
        characterAcceleration   = Vector3.Normalize(characterAcceleration) * maxAcceleration;


        _characterVelocity = _characterVelocity + (characterAcceleration * Time.fixedDeltaTime);
        _characterVelocity = AdditionalVector3Tools.Limit(_characterVelocity, MaxSpeed);
        flattenYtoZero();
        rigidbody.velocity = _characterVelocity;
    }
Ejemplo n.º 6
0
    public void SteeringFlee(Transform target)
    {
        //get the direction of the target and normalize it
        characterAcceleration  = (character.transform.position - target.transform.position).normalized;
        characterAcceleration *= maxAcceleration;

        _characterVelocity = _characterVelocity + (characterAcceleration * Time.fixedDeltaTime);

        _characterVelocity = AdditionalVector3Tools.Limit(_characterVelocity, MaxSpeed);
        //FixRotation();
        flattenYtoZero();
        character.rigidbody.velocity = _characterVelocity;
    }
Ejemplo n.º 7
0
 public Vector3 SteeringSeek(Vector3 targetPos, float timeStep)
 {
     if (!hasArrived)
     {
         //   FixRotation();
         characterAcceleration   = (targetPos - character.transform.position);
         characterAcceleration.y = 0;
         characterAcceleration   = Vector3.Normalize(characterAcceleration) * maxAcceleration;
         _characterVelocity      = _characterVelocity + (characterAcceleration * timeStep);
         //current velocity + desiredAcceleration* time
         _characterVelocity = AdditionalVector3Tools.Limit(_characterVelocity, MaxSpeed);
     }
     return(_characterVelocity);
 }