Ejemplo n.º 1
0
    void FixedUpdate()
    {
        if (target)
        {
            seekPos = target.position;
        }

        CalculateImmediateTarget();

        Vector3 force = pid.Update(targetPos, transform.position, Time.deltaTime);

        force = Vector3.ClampMagnitude(force, maxForce);

        //if (rb.velocity.magnitude < maxSpeed)
        //rb.AddForce(transform.up * -Physics.gravity.y + force);
        //rb.AddRelativeForce(Vector3.up * -Physics.gravity.y + force);
        if (rb.velocity.magnitude > 5)
        {
            force = Vector3.zero;
        }

        totalForce = transform.up * -Physics.gravity.y + force;

        rb.AddForce(totalForce);
    }
Ejemplo n.º 2
0
    public void FixedUpdate()
    {
        if (Manager.Instance.gameWon)
        {
            return;
        }
        // Heading to target logic.

        var angularVelocityError = rigidbody.angularVelocity * -1;

        Debug.DrawRay(transform.position, rigidbody.angularVelocity * 10, Color.black);

        var angularVelocityCorrection = angularVelocityController.Update(angularVelocityError, Time.deltaTime);

        Debug.DrawRay(transform.position, angularVelocityCorrection, Color.green);

        rigidbody.AddTorque(angularVelocityCorrection);

        var desiredHeading = target.position - transform.position;

        Debug.DrawRay(transform.position, desiredHeading, Color.magenta);

        var currentHeading = transform.forward;

        Debug.DrawRay(transform.position, currentHeading * 15, Color.blue);

        var headingError      = Vector3.Cross(currentHeading, desiredHeading);
        var headingCorrection = headingController.Update(headingError, Time.deltaTime);

        rigidbody.AddTorque(headingCorrection * (flightSettings.RollSpeed / 100));

        // flying forward logic.

        GetComponent <Rigidbody>().AddForce(transform.forward * flightSettings.BasicThrustSpeed * Time.fixedDeltaTime);
    }
Ejemplo n.º 3
0
    public void FixedUpdate()
    {
        /*
         * var angularVelocityError = rb.angularVelocity * -1;
         * Debug.DrawRay(transform.position, rb.angularVelocity * 10, Color.black);
         *
         * var angularVelocityCorrection = angularVelocityController.Update(angularVelocityError, Time.deltaTime);
         * Debug.DrawRay(transform.position, angularVelocityCorrection, Color.green);
         *
         * rb.AddTorque(angularVelocityCorrection);*/

        //Vector3 upTGT;

        var desiredHeading = Vector3.up;

        Debug.DrawRay(transform.position, desiredHeading, Color.magenta);

        var currentHeading = transform.up;

        Debug.DrawRay(transform.position, currentHeading * 15, Color.blue);

        var headingError      = Vector3.Cross(currentHeading, desiredHeading);
        var headingCorrection = headingController.Update(headingError, Time.deltaTime);

        rb.AddTorque(headingCorrection);
    }
Ejemplo n.º 4
0
    //========================================================================
    // SAMPLE BEHAVIOURS
    //========================================================================
    void RunAway()
    {
        Rigidbody rigidBody      = GetComponent <Rigidbody>();
        Collider  playerCollider = null;

        //don't run away if we have him in our sites!!!
        if ((myState.distToPlayer <= 25 && !myState.playerSpotted) || Time.time - 0.75f < hitTime)
        {
            //change direction away from player
            var angularVelocityError      = rigidBody.angularVelocity * -1;
            var angularVelocityCorrection = angularVelocityController.Update(angularVelocityError, 0.1f);

            angularVelocityCorrection    = angularVelocityError * 40;
            myCommands.angularCorrection = angularVelocityCorrection;

            var headingError      = Vector3.Cross(transform.up * -1.0f, myState.desiredHeading * -1.0f);
            var headingCorrection = headingController.Update(headingError, 0.1f);


            headingCorrection = headingError.normalized * 40.0f;
            myCommands.torque = headingCorrection;

            //go faster
            myCommands.thrust = speed * 1.5f;
            finCycleTime      = 0.05f;

            var player = GameObject.Find("PlayerShip");
            if (player != null)
            {
                playerCollider = player.GetComponent <Collider>();
                if (playerCollider != null)
                {
                    var bounds = playerCollider.bounds;

                    //raycast on target
                    var lineToTarget = new Ray(transform.position, transform.up * -1.0f);
                    if (!bounds.IntersectRay(lineToTarget))
                    {
                        myCommands.thrust = speed * 2.0f;
                    }
                }
            }
        }
    }
Ejemplo n.º 5
0
    void turnTowardsWorldPosition(Vector3 target)
    {
        var angularVelocityError = rb.angularVelocity * -1;
        //Debug.DrawRay(transform.position, rb.angularVelocity * 10, Color.black);

        var angularVelocityCorrection = angularVelocityController.Update(angularVelocityError, Time.deltaTime);

        //Debug.DrawRay(transform.position, angularVelocityCorrection, Color.green);

        rb.AddTorque(angularVelocityCorrection);

        var desiredHeading = target - transform.position;
        //Debug.DrawRay(transform.position, desiredHeading, Color.magenta);

        var currentHeading = transform.forward;
        //Debug.DrawRay(transform.position, currentHeading * 15, Color.blue);

        var headingError      = Vector3.Cross(currentHeading, desiredHeading);
        var headingCorrection = headingController.Update(headingError, Time.deltaTime);

        rb.AddTorque(headingCorrection);
    }
Ejemplo n.º 6
0
    //========================================================================
    // SAMPLE BEHAVIOURS
    //========================================================================
    void RunAway()
    {
        Rigidbody rigidBody      = GetComponent <Rigidbody>();
        Collider  playerCollider = null;

        if (myState.distToPlayer <= 25 && !myState.playerSpotted || myState.distToPlayer <= 10)
        {
            //change direction away from player
            var angularVelocityError      = rigidBody.angularVelocity * -1;
            var angularVelocityCorrection = angularVelocityController.Update(angularVelocityError, 0.1f);

            angularVelocityCorrection    = angularVelocityError * 40;
            myCommands.angularCorrection = angularVelocityCorrection;

            var headingError      = Vector3.Cross(transform.forward, myState.desiredHeading * -1.0f);
            var headingCorrection = headingController.Update(headingError, 0.1f);

            headingCorrection = headingError.normalized * 40;
            myCommands.torque = headingCorrection;
            //run away fast
            myCommands.thrust = speed * 1.5f;

            //faster if he's right behind us
            var player = GameObject.Find("PlayerShip");
            if (player != null)
            {
                playerCollider = player.GetComponent <Collider>();
                var bounds = playerCollider.bounds;
                //raycast on target
                var lineToTarget = new Ray(transform.position, transform.forward);
                if (!bounds.IntersectRay(lineToTarget))
                {
                    myCommands.thrust = speed * 2.0f;
                }
            }
        }
    }
Ejemplo n.º 7
0
    void steerToTarget(Vector3 desiredHeading)
    {
        currentHeading = transform.forward;
        Debug.DrawRay(transform.position, currentHeading * 15, Color.blue);
        Debug.DrawRay(transform.position, desiredHeading, Color.magenta);

        var headingError      = Vector3.Cross(currentHeading, desiredHeading);
        var headingCorrection = headingController.Update(headingError, Time.deltaTime);

        rb.AddTorque(headingCorrection);

        var angularVelocityError      = rb.angularVelocity * -1;
        var angularVelocityCorrection = angularVelocityController.Update(angularVelocityError, Time.deltaTime);

        rb.AddTorque(angularVelocityCorrection);
    }
Ejemplo n.º 8
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    public void Rotation()
    {
        Vector3 rotateVector = new Vector3(CrossPlatformInputManager.GetAxisRaw("RotateHorizontal"), CrossPlatformInputManager.GetAxisRaw("RotateVertical"), 0);

        targetAngle = (Mathf.Atan2(rotateVector.y, rotateVector.x) * Mathf.Rad2Deg - 90);

        float angleError = Mathf.DeltaAngle(transform.eulerAngles.z, targetAngle);
        float torqueCorrectionForAngle = angleController.Update(angleError, Time.fixedDeltaTime);

        rigidB.angularVelocity = Mathf.Clamp(rigidB.angularVelocity, -maxAngularVelocity, maxAngularVelocity);

        float angularVelocityError = -rigidB.angularVelocity;
        float torqueCorrectionForAngularVelocity = angularVelocityController.Update(angularVelocityError, Time.fixedDeltaTime);

        torque = torqueCorrectionForAngle + torqueCorrectionForAngularVelocity;
        rigidB.AddTorque(torque);
    }
Ejemplo n.º 9
0
    public void AttackPlayer()
    {
        if (Time.time > timer && startAttacking)
        {
            float targetAngle = (Mathf.Atan2(moveVector.y, moveVector.x) * Mathf.Rad2Deg - 90);

            float angleError = Mathf.DeltaAngle(transform.eulerAngles.z, targetAngle);
            float torqueCorrectionForAngle = angleController.Update(angleError, Time.fixedDeltaTime);

            rigidB.angularVelocity = Mathf.Clamp(rigidB.angularVelocity, -MaxAngularVelocity, MaxAngularVelocity);

            float torque = torqueCorrectionForAngle;

            int changeDir = 1;

            if (Mathf.Abs(rigidB.angularVelocity) < 5 && torque > 0)
            {
                changeDir = -4;
            }
            else if (Mathf.Abs(rigidB.angularVelocity) < 5 && torque < 0)
            {
                changeDir = 4;
            }

            if (rigidB.angularVelocity < 0 && torque > 0)
            {
                changeDir = -1;
            }
            else if (rigidB.angularVelocity > 0 && torque < 0)
            {
                changeDir = -1;
            }

            torque *= changeDir;

            rigidB.AddTorque(torque);

            timer = Time.time + AttackSpeed;
        }
        Quaternion rotation = Quaternion.Euler(0, rotationY + 16, 0);

        rigidB.AddForce((playerTransform.position - (rotation * moveVector)) * Time.fixedDeltaTime);
    }
    public void FixedUpdate()
    {
        if (target != null)
        {
            angularVelocityError = rigidBody.angularVelocity * -1;
            Debug.DrawRay(transform.position, rigidBody.angularVelocity * 10, Color.black);

            angularVelocityCorrection = angularVelocityController.Update(angularVelocityError, Time.deltaTime);
            Debug.DrawRay(transform.position, angularVelocityCorrection, Color.green);

            rigidBody.AddTorque(angularVelocityCorrection);

            desiredHeading = target.position - transform.position;
            Debug.DrawRay(transform.position, desiredHeading, Color.magenta);

            currentHeading = transform.up;
            Debug.DrawRay(transform.position, currentHeading * 15, Color.blue);

            headingError      = Vector3.Cross(currentHeading, desiredHeading);
            headingCorrection = headingController.Update(headingError, Time.deltaTime);

            rigidBody.AddTorque(headingCorrection);
        }
    }
Ejemplo n.º 11
0
    void turnTowardsHeading(Vector3 desiredHeading, Vector3?desiredUp = null)
    {
        if (desiredUp == null)
        {
            desiredUp = Vector3.up;
        }
        // local y points up, up control should happen as rotations about x and z axes

        var angularVelocityError = rb.angularVelocity * -1;
        //Debug.Log (angularVelocityError);
        //Debug.DrawRay(transform.position, rb.angularVelocity * 10, Color.black);


        var angularVelocityCorrection = angularVelocityController.Update(angularVelocityError, Time.deltaTime);

        Debug.DrawRay(transform.position, angularVelocityCorrection, Color.red);
        rb.AddTorque(angularVelocityCorrection);

        //Debug.DrawRay(transform.position, desiredHeading, Color.magenta);

        var currentHeading = transform.forward;
        //Debug.DrawRay(transform.position, currentHeading * 15, Color.blue);

        var headingError      = Vector3.Cross(currentHeading, desiredHeading);
        var headingCorrection = headingController.Update(headingError, Time.deltaTime);

        Debug.DrawRay(transform.position, headingCorrection, Color.green);
        rb.AddTorque(headingCorrection);

        var currentUp    = transform.up;
        var upError      = Vector3.Cross(currentUp, desiredUp.Value);
        var upCorrection = upController.Update(upError, Time.deltaTime);

        Debug.DrawRay(transform.position, upCorrection, Color.blue);
        rb.AddTorque(upCorrection);
    }
Ejemplo n.º 12
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (Level.AllowMotion) {
            /** calc closest poiunt on path */
            if (cPP_i+1 < pc.getPathPointCount()-1) {

                current_distance = Vector3.Distance(pc.getPathPoint(cPP_i), this.transform.position);
                next_distance = Vector3.Distance(pc.getPathPoint(cPP_i+1), this.transform.position);

                if (current_distance > next_distance) {
                    cPP_i++;
                    if (!pc.getPathObject(cPP_i).tag.Equals(prev_tag)) {
                        Debug.Log(pc.getPathObject(cPP_i).tag);
                    }
                    prev_tag = pc.getPathObject(cPP_i).tag;
                }
            }

            /** push ship forward along the path */
            if ((cPP_i + 1 < pc.getPathPointCount() - 1) && (logic.countdownOver)) {
                Vector3 forward = (pc.getPathPoint(cPP_i + 1) - pc.getPathPoint(cPP_i)).normalized * 4000;
                this.GetComponent<Rigidbody>().AddForce(forward);
            }

            /** rotate ship towards current path_point+40 */
            if ((cPP_i + 40 < pc.getPathPointCount() - 1) && (logic.countdownOver)) {
                // pid controller to adjust the torgue of the ship
                // ref: http://webber.physik.uni-freiburg.de/~hon/vorlss02/Literatur/Ingenieurswiss/pid/pid+matlab/PID%20systems%20tutorial.htm
                VectorPid angularVelocityController = new VectorPid(1.7766f, 0, 0.2553191f);
                VectorPid headingController = new VectorPid(1.244681f, 0, 0.06382979f);

                Vector3 target = pc.getPathPoint(cPP_i + 40);
                var angularVelocityError = this.GetComponent<Rigidbody>().angularVelocity * -1;
                Debug.DrawRay(this.transform.position, this.GetComponent<Rigidbody>().angularVelocity * 10, Color.black);

                var angularVelocityCorrection = angularVelocityController.Update(angularVelocityError, Time.deltaTime);
                Debug.DrawRay(this.transform.position, angularVelocityCorrection, Color.green);

                this.GetComponent<Rigidbody>().AddTorque(angularVelocityCorrection);

                var desiredHeading = target - this.transform.position;
                Debug.DrawRay(this.transform.position, desiredHeading, Color.yellow);

                var currentHeading = this.transform.forward;
                Debug.DrawRay(this.transform.position, currentHeading * 15, Color.blue);

                var headingError = Vector3.Cross(currentHeading, desiredHeading);
                var headingCorrection = headingController.Update(headingError, Time.deltaTime);

                this.GetComponent<Rigidbody>().AddTorque(headingCorrection);
            }

            /** drag  ship to its connected point*/
            // apply force
            float perc_dist = current_distance / radius;
            // is the ship in the inner 60% around the actual portalpoint?
            if (perc_dist > 0.6f) {
                // calc the impact 0 - 100% of the force that should be applied
                float impact_factor = (perc_dist - 0.6f) / 0.4f; // 0 - 0.4
                Vector3 push_f = ((pc.getPathPoint(cPP_i) - this.transform.position).normalized * 22500) * impact_factor;
                this.GetComponent<Rigidbody>().AddForce(push_f);
            }

            /** limit velocity of ship */
            float current_vel = fastEuclidDist(transform.position, prev_pos);
            if (current_vel > 3.6f) { // too fast > reduce maxspeed
                spbar.setSpeed(100);
                this.GetComponent<Rigidbody>().velocity = this.GetComponent<Rigidbody>().velocity * 0.99f;
            } else {
                if (current_vel > 3.5f) {
                    spbar.setSpeed(100);
                } else {
                    //Debug.Log("current spedd" + (current_vel / 3.6f));
                    int speed = Mathf.RoundToInt((current_vel / 3.6f) * 100);
                    spbar.setSpeed(speed);
                }
            }
            prev_pos = transform.position;
        }
    }