Ejemplo n.º 1
0
    // Update is called once per frame

    public void DoAtion()
    {
        if (agent != null)
        {
            if (!agent.pathPending)
            {
                agent.destination = enemyTank.transform.position;
            }

            if (!agent.pathPending)
            {
                freq += Time.deltaTime;
                if (freq > 0.5)
                {
                    freq -= 0.5f;
                    // agent.SetDestination(enemyTank.transform.position);
                    agent.CalculatePath(enemyTank.transform.position, agent.path);
                }
                aling.SetTarget(agent.path.corners[0]);

                // if(aling.GetDiffAbs()==0f)
                seek.Steer(agent.path.corners[0]);
            }
        }
    }
Ejemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        if (path != null)
        {
            Vector3 target = Vector3.zero;

            // TODO 2: Check if the tank is close enough to the desired point
            // If so, create a new point further ahead in the path
            target = path.CalcPositionByDistanceRatio(current_percentage);

            //float path_len = path.length;
            float distance = (target - transform.position).magnitude;

            if (distance < accuracy)
            {
                current_percentage += distance_ratio;
                if (current_percentage > 1.0f)
                {
                    current_percentage -= 1.0f;
                }
            }

            seek.Steer(target, priority);
        }
    }
Ejemplo n.º 3
0
    // Update is called once per frame
    void Update()
    {
        // TODO 2: Agents must avoid any collider in their way
        // 1- Create your own (serializable) class for rays and make a public array with it
        // 2- Calculate a quaternion with rotation based on movement vector
        // 3- Cast all rays. If one hit, get away from that surface using the hitpoint and normal info
        // 4- Make sure there is debug draw for all rays (below in OnDrawGizmosSelected)
        float      current_angle = Mathf.Atan2(move.movement.x, move.movement.z) * Mathf.Rad2Deg;
        RaycastHit hit;

        foreach (RayClass ray in rays)
        {
            Vector3 rotation_vector = Quaternion.AngleAxis(current_angle, Vector3.up) * ray.direction;

            if (Physics.Raycast(transform.position, rotation_vector, out hit, ray.max_distance, mask))
            {
                Debug.DrawRay(move.transform.position, ray.direction * ray.max_distance, Color.green);
                Vector3 escape_vector = hit.point + hit.normal * avoid_distance;

                seek.Steer(escape_vector);
            }
            else
            {
                Debug.DrawRay(move.transform.position, ray.direction * ray.max_distance, Color.red);
            }
        }
    }
Ejemplo n.º 4
0
 public void DoAction()
 {
     if (!agent.pathPending)
     {
         seek.Steer(agent.path.corners[0]);
     }
 }
Ejemplo n.º 5
0
    // Update is called once per frame
    void Update()
    {
        // TODO 2: Agents must avoid any collider in their way
        // 1- Create your own (serializable) class for rays and make a public array with it
        // 2- Calculate a quaternion with rotation based on movement vector
        // 3- Cast all rays. If one hit, get away from that surface using the hitpoint and normal info
        // 4- Make sure there is debug draw for all rays (below in OnDrawGizmosSelected)

        //2 - Quaternion like move.cs
        float      angle = Mathf.Atan2(move.movement_vel.x, move.movement_vel.z);
        Quaternion q     = Quaternion.AngleAxis(Mathf.Rad2Deg * angle, Vector3.up);

        //3- Cast all rays with foreach
        foreach (MyRay ray in rays)
        {
            RaycastHit hitInfo;

            if (Physics.Raycast(transform.position, q * ray.direction, out hitInfo, ray.length, mask))
            {
                //position + normal * length
                Vector3 awaySurface = hitInfo.point + hitInfo.normal * avoid_distance;
                seek.Steer(awaySurface);
            }
        }
    }
Ejemplo n.º 6
0
    public void GoToPoint()
    {
        if (agent != null)
        {
            if (!agent.pathPending)
            {
                agent.destination = reload_place.position;
            }

            if (!agent.pathPending)
            {
                freq += Time.deltaTime;

                if (freq >= 0.5f)
                {
                    // agent.SetDestination(enemyTank.transform.position);
                    agent.CalculatePath(reload_place.position, agent.path);
                    freq = 0f;
                }

                //aling.SetTarget(agent.path.corners[0]);

                // if(aling.GetDiffAbs()==0f)
                seek.Steer(agent.path.corners[0]);
            }
        }
    }
Ejemplo n.º 7
0
    void Update()
    {
        /*
         *      Vector3 diff = move.target.transform.position - transform.position;
         *
         * if (diff.magnitude < min_distance)
         *  return;
         *
         *      diff /= time_to_target;
         *
         * move.AccelerateMovement(diff);
         */

        if (timer >= wanderRate)
        {
            // Update the target
            Vector3 randomDirection = new Vector3(Random.Range(-1.0f, 1.0f), 0.0f, Random.Range(-1.0f, 1.0f));
            randomDirection.Normalize();

            Vector3 circlePosition = transform.position + transform.forward * distanceToCircle;
            target = circlePosition + randomDirection * circleRadius;

            timer = 0.0f;
        }

        timer += Time.deltaTime;

        seek.Steer(target);
    }
Ejemplo n.º 8
0
    // Update is called once per frame
    void Update()
    {
        NavMesh.CalculatePath(transform.position, target.transform.position, NavMesh.AllAreas, path);

        for (int i = 0; i < path.corners.Length - 1; i++)
        {
            Debug.DrawLine(path.corners[i], path.corners[i + 1], Color.red);
        }

        if (path.corners.Length >= 1)
        {
            seek.Steer(path.corners[1]);
        }
        else
        {
            seek.Steer(transform.position);
        }
    }
Ejemplo n.º 9
0
    // Update is called once per frame
    void Update()
    {
        // TODO 2: Agents must avoid any collider in their way
        // 1- Create your own (serializable) class for rays and make a public array with it
        // 2- Calculate a quaternion with rotation based on movement vector
        // 3- Cast all rays. If one hit, get away from that surface using the hitpoint and normal info
        // 4- Make sure there is debug draw for all rays (below in OnDrawGizmosSelected)

        Quaternion rot = Quaternion.AngleAxis(move.rotation, move.movement);
        RaycastHit hit;


        //rays[0].direction = move.movement;
        //rays[0].origin = move.transform.position;
        //rays[0].length = avoid_distance;

        //if (Physics.Raycast(rays[0].origin, rays[0].direction, out hit, rays[0].length))
        //{

        //    if (hit.transform.gameObject.layer == LayerMask.NameToLayer("Terrain"))
        //    {
        //        aux++;
        //        Debug.DrawLine(rays[0].origin, hit.transform.position, Color.red);
        //    }
        //}


        //***************************************
        rays.direction = move.movement;
        rays.origin    = move.transform.position;
        rays.length    = avoid_distance;

        if (Physics.Raycast(rays.origin, rays.direction, out hit, rays.length))
        {
            if (hit.transform.gameObject.layer == LayerMask.NameToLayer("Buildings")) //Como hacer esto con la variable mask?
            {
                float dist = Vector3.Distance(rays.origin, hit.point);

                float closeness = Mathf.Abs(dist / avoid_distance);
                Debug.DrawLine(rays.origin, hit.transform.position, Color.red);
                Vector3 go_to;
                go_to = hit.point + hit.normal * move.movement.magnitude;
                go_to.Normalize();
                go_to *= falloff.Evaluate(closeness);
                seek.Steer(go_to * speed_multiplier);

                Debug.DrawLine(hit.point, go_to, Color.cyan);

                //move.AccelerateMovement(go_to);
                aux = hit.point;
            }
        }



        //Debug.DrawLine(move.transform.position, Vector3.zero, Color.red);
    }
Ejemplo n.º 10
0
    // Update is called once per frame
    void Update()
    {
        circle_pos = transform.forward * offset_distance + transform.position;

        new_target  = new Vector3(RandomBinominal(), 0, RandomBinominal());
        new_target *= rad;
        new_target += circle_pos;

        seek.Steer(new_target);
    }
Ejemplo n.º 11
0
    // Update is called once per frame
    void ChangeTarget()
    {
        random_point   = Random.insideUnitSphere;
        random_point  *= radius;
        random_point  += transform.position + offset;
        random_point.y = transform.position.y;

        seek.Steer(random_point);
        Invoke("ChangeTarget", Random.Range(min_update, max_update));
    }
Ejemplo n.º 12
0
    // Update is called once per frame
    void Update()
    {
        if (!move)
        {
            move = GetComponent <Move>();
        }
        else
        {
            if (Vector3.Distance(transform.position, closest_point) <= min_distance)
            {
                current_ratio += ratio_increment;
                if (current_ratio > 1)
                {
                    current_ratio = 0;
                }
                closest_point = path.CalcPositionByDistanceRatio(current_ratio);
            }

            seek.Steer(closest_point);
        }

        seek.Steer(closest_point);
    }
    // Update is called once per frame
    void Update()
    {
        float      angle = Mathf.Atan2(move.current_velocity[priority].x, move.current_velocity[priority].z);
        Quaternion q     = Quaternion.AngleAxis(Mathf.Rad2Deg * angle, Vector3.up);

        foreach (my_ray ray in rays)
        {
            RaycastHit hit;

            if (Physics.Raycast(new Vector3(transform.position.x, 1.0f, transform.position.z), q * ray.direction.normalized, out hit, ray.length, mask) == true)
            {
                seek.Steer(new Vector3(hit.point.x, transform.position.y, hit.point.z) + hit.normal * avoid_distance);
            }
        }
    }
Ejemplo n.º 14
0
    // Update is called once per frame
    void Update()
    {
        // TODO 3: Check if the tank is close enough to the desired point
        seek.Steer(closest_point);

        // If so, create a new point further ahead in the path
        if ((transform.position - closest_point).magnitude <= 0.1)
        {
            current_pos += 0.01f;
            if (current_pos >= 1)
            {
                current_pos = 0;
            }
            closest_point = path.CalcPositionByDistanceRatio(current_pos);
        }
    }
Ejemplo n.º 15
0
    // Update is called once per frame
    void Update()
    {
        // TODO 2: Agents must avoid any collider in their way
        // 1- Create your own (serializable) class for rays and make a public array with it
        RaycastHit hit;
        Ray        myRay = new Ray(move.transform.position, move.movement);

        if (Physics.Raycast(myRay, out hit, avoid_distance, mask))
        {
            Vector3 distance = hit.point + hit.normal;
            seek.Steer(new Vector3(distance.x, 0, distance.z));
        }

        // 2- Calculate a quaternion with rotation based on movement vector
        // 3- Cast all rays. If one hit, get away from that surface using the hitpoint and normal info
        // 4- Make sure there is debug draw for all rays (below in OnDrawGizmosSelected)
    }
Ejemplo n.º 16
0
    // Update is called once per frame
    void Update()
    {
        // TODO 2: Check if the tank is close enough to the desired point
        // If so, create a new point further ahead in the path
        current_point    = path.CalcPositionByDistanceRatio(current_ratio);
        current_distance = current_point - transform.position;

        if (current_distance.magnitude < min_distance)
        {
            current_ratio += ratio_increment;
            if ((current_ratio) > 1.0f)
            {
                current_ratio = 0.0f;
            }
        }

        seek.Steer(current_point);
    }
Ejemplo n.º 17
0
    // Update is called once per frame
    void Update()
    {
        if (timer >= wanderRate)
        {
            // Update the target
            Vector3 randomDirection = new Vector3(Random.Range(-1.0f, 1.0f), 0.0f, Random.Range(-1.0f, 1.0f));
            randomDirection.Normalize();

            Vector3 circlePosition = transform.position + transform.forward * distanceToCircle;
            target = circlePosition + randomDirection * circleRadius;

            timer = 0.0f;
        }

        timer += Time.deltaTime;

        seek.Steer(move.target.transform.position);
    }
Ejemplo n.º 18
0
    // Update is called once per frame
    void Update()
    {
        // TODO 2: Check if the tank is close enough to the desired point
        // If so, create a new point further ahead in the path

        Vector3 distance = transform.position - currpoint;

        if (distance.magnitude < calcdistance)
        {
            curvepoint++;
            if (curvepoint > math.Curve.PointsCount)
            {
                curvepoint = 0;
            }

            currpoint = math.Curve.Points[curvepoint].PositionWorld;
        }

        seek.Steer(currpoint);
    }
Ejemplo n.º 19
0
    // Update is called once per frame
    void Update()
    {
        move.target.transform.position = closest_point;
        // TODO 2: Check if the tank is close enough to the desired point
        // If so, create a new point further ahead in the path
        Vector3 position = closest_point - transform.position;

        if (position.magnitude < min_distance)
        {
            current_ratio += ratio_increment;
            if (current_ratio > 1.0f)
            {
                current_ratio = 0.0f;
            }

            closest_point = path.CalcPositionByDistanceRatio(current_ratio);
        }
        else
        {
            seek.Steer(closest_point);
        }
    }
Ejemplo n.º 20
0
    // Update is called once per frame
    void Update()
    {
        // TODO 2: Check if the tank is close enough to the desired point
        // If so, create a new point further ahead in the path

        Vector3 position_in_curve = closet_point - transform.position;

        if (position_in_curve.magnitude < 0.05) // min distance to closet point center
        {
            range_distance += 0.05f;            //ratio distance

            if (range_distance > 1.0f)
            {
                range_distance = 0.0f;
            }

            closet_point = path.CalcPositionByDistanceRatio(range_distance);
        }
        else
        {
            seek.Steer(closet_point);
        }
    }
Ejemplo n.º 21
0
    // Update is called once per frame
    void Update()
    {
        // TODO 2: Check if the tank is close enough to the desired point
        // If so, create a new point further ahead in the path

        Vector3 position = closest_point - transform.position;

        if (position.magnitude < min_distance) // min distance to closest point
        {
            current_ratio += ratio_increment;  //increment ratio distance to reach 1 from range [0,1]

            if (current_ratio > 1.0f)          // if ratio distance reach 1, it becomes 0 to start again from initial point
            {
                current_ratio = 0.0f;
            }

            closest_point = path.CalcPositionByDistanceRatio(current_ratio); // Returns the position due current ratio
        }
        else
        {
            seek.Steer(closest_point);
        }
    }
Ejemplo n.º 22
0
    public void DoAction()
    {
        if (agent != null)
        {
            if (!agent.pathPending && agent.remainingDistance < 0.5f)
            {
                GotoNextPoint();
            }

            if (!agent.pathPending)
            {
                freq += Time.deltaTime;

                if (freq >= 0.5)
                {
                    freq = 0f;
                    agent.CalculatePath(seekdest, agent.path);
                }

                seek.Steer(agent.path.corners[0]);
            }
        }
    }
Ejemplo n.º 23
0
    // Update is called once per frame
    void Update()
    {
        if (path != null)
        {
            Vector3 target = Vector3.zero;

            target = path.CalcPositionByDistanceRatio(current_percentage);

            //float path_len = path.length;
            float distance = (target - transform.position).magnitude;

            if (distance < accuracy)
            {
                current_percentage += distance_ratio;
                if (current_percentage > 1.0f)
                {
                    current_percentage -= 1.0f;
                }
            }

            seek.Steer(target, priority);
        }
    }
Ejemplo n.º 24
0
    void Update()
    {
        // TODO 2: Check if the tank is close enough to the desired point
        // If so, create a new point further ahead in the path
        Vector3 target         = closestPoint - transform.position;
        float   targetDistance = target.magnitude;

        if (targetDistance < minDistance)
        {
            Debug.Log("New point!");

            accumulatedDistanceRatio += distanceRatio;

            if (accumulatedDistanceRatio > 1.0f)
            {
                accumulatedDistanceRatio = 0.0f;
            }

            closestPoint = path.CalcPositionByDistanceRatio(accumulatedDistanceRatio);
        }

        seek.Steer(closestPoint);
    }
Ejemplo n.º 25
0
 // Update is called once per frame
 void Update()
 {
     if (!move)
     {
         move = GetComponent <Move>();
     }
     else
     {
         if (path.status == NavMeshPathStatus.PathComplete)
         {
             align.Steer(path.corners[current_point]);
             if (current_point != path.corners.Length - 1)
             {
                 seek.Steer(path.corners[current_point]);
                 if (Vector3.Distance(transform.position, path.corners[current_point]) < min_distance)
                 {
                     current_point++;
                 }
             }
             else
             {
                 if (arrive.Steer(path.corners[current_point]))
                 {
                     if (!once)
                     {
                         once = true;
                     }
                 }
                 else
                 {
                     once = false;
                 }
             }
         }
     }
 }
Ejemplo n.º 26
0
 private void Update()
 {
     seek.Steer(random_point);
 }