public override Vector3 Steer(AISteeringController controller) { //calculate the estimated position of our target // - add its velocity to its position Vector3 estimatedPosition = target.velocity + target.transform.position; //calculate a directional vector from your position toward the estimated position return((controller.transform.position - estimatedPosition).normalized /*normalize to get direction*/ * controller.maxSpeed);//scale the directional vector by our maximum speed }
public override Vector3 Steer(AISteeringController controller) { Vector3 offset = Random.onUnitSphere * allowedRadius; offset.y = 0.0f; offset += controller.transform.forward * distance; Vector3 offsetPosition = controller.transform.position + offset; return((offsetPosition - controller.transform.position).normalized * controller.maxSpeed); }
public override Vector3 Steer(AISteeringController controller) { if (timer >= timeToMove) { var randomTarget = (Random.insideUnitSphere * 100) + target.position; randomTarget.y = 0; timer = 0.0f; return(randomTarget); } else { return(Vector3.zero); } }
public override Vector3 Steer(AISteeringController controller)//override to return the difference between the target position instead of the default zero { //start with a random target on the edge of the sphere with a set radius around the agent //You can add Random.onUnitSphere to the agent's position //Random.onUnitSphere generates a random point on a sphere -- to have it work with different radii, scale the random value by your radius Vector3 offset = Random.onUnitSphere * radius; //sets values to random offset.y = 0.0f; //sets y to zero so that only x and z changes offset += controller.transform.forward * distance; Debug.DrawRay(controller.transform.position, offset); //visually shows the wander function working Vector3 randomTargetAroundAgent = controller.transform.position /*gets position of agent*/ + offset /*creates a random sphere radius*/ * radius /*max radius of sphere*/; //add a randomised vector to the target, with a magnitude specified by a jitter amount //bring the target back to the radius of the sphere by normalising it and scaling by the radius return((randomTargetAroundAgent - controller.transform.position).normalized * controller.maxSpeed /*radius*/); //add the agents heading, multiplied by a distance to the target }
public override Vector3 Steer(AISteeringController controller) { return(base.Steer(controller)); }
public override Vector3 Steer(AISteeringController controller) { return((target.position + controller.transform.position).normalized * controller.maxSpeed); }
public virtual Vector3 Steer(AISteeringController controller) { return(Vector3.zero); }
public virtual Vector3 Steer(AISteeringController controller) { return(Vector3.zero); // defaults to zero, because if an entity isn't affected by a behavior, they should not move }
public override Vector3 Steer(AISteeringController controller, float fleeSeekDist) { return((controller.transform.position - target.position).normalized * controller.maxSpeed); }
public virtual Vector3 Steer(AISteeringController controller, float fleeSeekDist) { return(Vector3.zero); }
public Transform target; //set a target to go towards public override Vector3 Steer(AISteeringController controller) //override to return the difference between the target position instead of the default zero { return((target.position - controller.transform.position).normalized /*normalize to get direction*/ * controller.maxSpeed); //multiply it by max speed }
public virtual Vector3 Steer(AISteeringController controller) { return(Vector3.zero);//default will return zero }