Ejemplo n.º 1
0
        private void Update()
        {
            if (progressStyle == ProgressStyle.SmoothAlongRoute)
            {
                // determine the position we should currently be aiming for
                // (this is different to the current progress position, it is a a certain amount ahead along the route)
                // we use lerp as a simple way of smoothing out the speed over time.
                if (Time.deltaTime > 0)
                {
                    speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude / Time.deltaTime,
                                       Time.deltaTime);
                }

                /*target.position =
                 *  circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed)
                 *         .position;
                 * target.rotation =
                 *  Quaternion.LookRotation(
                 *      circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed)
                 *             .direction);*/


                // get our current progress along the route
                //progressPoint = circuit.GetRoutePoint(progressDistance);
                Vector3 progressDelta = progressPoint.position - transform.position;
                if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
                {
                    progressDistance += progressDelta.magnitude * 0.5f;
                }

                lastPosition = transform.position;
            }
            else
            {
                // point to point mode. Just increase the waypoint if we're close enough:

                Vector3 targetDelta = target.position - transform.position;
                if (targetDelta.magnitude < pointToPointThreshold)
                {
                    progressNum = (progressNum + 1) % circuit.Waypoints.Length;
                }


                target.position = circuit.Waypoints[progressNum].position;
                target.rotation = circuit.Waypoints[progressNum].rotation;

                // get our current progress along the route
                progressPoint = circuit.GetRoutePoint(progressDistance);
                Vector3 progressDelta = progressPoint.position - transform.position;
                if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
                {
                    progressDistance += progressDelta.magnitude;
                }
                lastPosition = transform.position;
            }
        }
Ejemplo n.º 2
0
        private void Update()
        {
            if (progressStyle == ProgressStyle.SmoothAlongRoute)
            {
                // determine the position we should currently be aiming for
                // (this is different to the current progress position, it is a a certain amount ahead along the route)
                // we use lerp as a simple way of smoothing out the speed over time.
                if (Time.deltaTime > 0)
                {
                    speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime,
                                       Time.deltaTime);
                }
                target.position =
                    circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed)
                           .position;
                target.rotation =
                    Quaternion.LookRotation(
                        circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed)
                               .direction);


                // get our current progress along the route
                progressPoint = circuit.GetRoutePoint(progressDistance);
                Vector3 progressDelta = progressPoint.position - transform.position;
                if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
                {
                    progressDistance += progressDelta.magnitude*0.5f;
                }

                lastPosition = transform.position;
            }
            else
            {
                // point to point mode. Just increase the waypoint if we're close enough:

                Vector3 targetDelta = target.position - transform.position;
                if (targetDelta.magnitude < pointToPointThreshold)
                {
                    progressNum = (progressNum + 1)%circuit.Waypoints.Length;
                }


                target.position = circuit.Waypoints[progressNum].position;
                target.rotation = circuit.Waypoints[progressNum].rotation;

                // get our current progress along the route
                progressPoint = circuit.GetRoutePoint(progressDistance);
                Vector3 progressDelta = progressPoint.position - transform.position;
                if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
                {
                    progressDistance += progressDelta.magnitude;
                }
                lastPosition = transform.position;
            }

        }