Ejemplo n.º 1
0
        /// <summary>
        /// Handles planning when position feedback is required. (Replaces normal planning.)
        /// </summary>
        /// <returns>False on a critical failure.</returns>
        private bool HandlePositionFeedback()
        {
            // Important: Should only call this method once the desired position and planner goal
            // have been successfully constrained to the navigation mesh.

            // Make sure the path is still valid. Replan if needed.
            if (agent.PlanPath(agent.data.desiredPosition, agent.data.plannerGoal) <= 0)
            {
                // A critical failure.
                Debug.LogError(string.Format(
                                   "{0}: Path planning failed on position feedback. Position: {1}, Goal: {2}"
                                   , agent.transform.name
                                   , agent.data.desiredPosition.ToString()
                                   , agent.data.plannerGoal.ToString()));

                return(false);
            }

            agent.RemoveFromCrowd();
            agent.AddToCrowd(agent.data.desiredPosition.point);

            // Next assignment will usually force crowd target replanning.
            mTarget = agent.data.desiredPosition;

            // Since the path is known to be good, setting the local
            // target should never fail.
            return(SetLocalTarget());
        }
Ejemplo n.º 2
0
 /// <summary>
 /// Starts up the planner.
 /// </summary>
 /// <returns>True on success.</returns>
 public bool Enter()
 {
     // Note: Will never return false.
     mSpeed = Mathf.Sqrt(agent.data.desiredSpeedSq);
     agent.RemoveFromCrowd();
     agent.SetCorridorAssets(false);
     agent.SetPathAssets(true);
     return(true);
 }
Ejemplo n.º 3
0
        /// <summary>
        /// Starts up the planner.
        /// </summary>
        /// <returns>True on success.</returns>
        public bool Enter()
        {
            if (agent.navGroup.query == null)
            {
                return(false);
            }

            NavmeshPoint pos = agent.GetPointSearch(agent.data.position);

            if (pos.polyRef == 0)
            {
                Debug.LogError(string.Format(
                                   "{0}: Could not constrain position to navigation mesh. {1}"
                                   , agent.transform.name, pos.ToString()));

                return(false);
            }

            NavmeshPoint goal = agent.GetPointSearch(agent.data.goal);

            if (goal.polyRef == 0)
            {
                Debug.LogError(string.Format("{0}: Could not constrain goal to navigation mesh. {1}"
                                             , agent.transform.name, goal.ToString()));

                return(false);
            }

            agent.RemoveFromCrowd();
            agent.SetCorridorAssets(true);
            agent.SetPathAssets(false);

            if (agent.PlanCorridor(pos, goal) <= 0)
            {
                Debug.LogError(string.Format("{0}: Could not plan corridor on enter."
                                             , agent.transform.name));

                agent.data.flags &= ~NavFlag.CorridorInUse;
                return(false);
            }

            agent.data.desiredPosition = agent.corridor.Position;
            agent.data.plannerGoal     = agent.corridor.Target;
            agent.data.flags          &= ~(NavFlag.HasNewPosition | NavFlag.HasNewGoal);

            mSpeed             = Mathf.Sqrt(agent.data.desiredSpeedSq);
            mOptimizationTimer = OptimizationFrequency;

            return(true);
        }
Ejemplo n.º 4
0
        private void Suspend()
        {
            mPlanner.Exit();
            mPlanner = NullState.Instance;

            agent.RemoveFromCrowd();
            agent.SetCorridorAssets(false);
            agent.SetPathAssets(false);

            // Note: The desired position is purposely left alone since it may be the cause of the
            // problem. Don't want to wipe out that bit of information.
            // agent.data.desiredPosition = agent.data.position;
            agent.data.desiredVelocity = Vector3.zero;
            agent.data.desiredSpeedSq  = 0;

            agent.data.flags &= ~NavFlag.PlannerFailed;
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Starts up the planner.
        /// </summary>
        /// <returns>True if successful.</returns>
        public bool Enter()
        {
            if (agent == null || agent.navGroup.query == null || agent.navGroup.crowd == null)
            {
                return(false);
            }

            NavmeshPoint pos = agent.GetPointSearch(agent.data.position);

            if (pos.polyRef == 0)
            {
                Debug.LogError(string.Format(
                                   "{0}: Could not constrain position to navigation mesh. {1}"
                                   , agent.transform.name, pos.ToString()));

                return(false);
            }

            agent.RemoveFromCrowd();

            CrowdAgentParams config = agent.crowdConfig;

            config.maxSpeed = 0;

            agent.crowdAgent =
                agent.navGroup.crowd.AddAgent(agent.data.plannerGoal.point, config);

            if (agent.crowdAgent == null)
            {
                Debug.LogError(string.Format("{0}: Could not add agent to the crowd."
                                             , agent.transform.name));

                return(false);
            }

            agent.data.flags &= ~NavFlag.CrowdConfigUpdated;

            agent.data.desiredPosition = agent.data.position;
            agent.data.desiredSpeedSq  = 0;
            agent.data.desiredVelocity = Vector3.zero;

            agent.SetCorridorAssets(false);
            agent.SetPathAssets(false);

            return(true);
        }