Example #1
0
    public void Spawn(int id, int subId)
    {
        float     distance = Random.value * 0.8f + 0.1f;
        TrafEntry entry    = system.GetEntry(id, subId);

        if (entry == null)
        {
            return;
        }
        InterpolatedPosition pos = entry.GetInterpolatedPosition(distance);


        if (!Physics.CheckSphere(pos.position, checkRadius, 1 << LayerMask.NameToLayer("Traffic")))
        {
            GameObject  go    = GameObject.Instantiate(prefabs[Random.Range(0, prefabs.Length)], pos.position, Quaternion.identity) as GameObject;
            TrafAIMotor motor = go.GetComponent <TrafAIMotor>();
            go.layer = 16;


            motor.currentIndex = pos.targetIndex;
            motor.currentEntry = entry;
            go.transform.LookAt(entry.waypoints[pos.targetIndex]);
            motor.system = system;
            motor.Init();
        }
    }
Example #2
0
    public void SpawnFixed()
    {
        GameObject prefab   = fixedPrefabs[Random.Range(0, fixedPrefabs.Length)];
        var        pMotor   = prefab.GetComponent <TrafAIMotor>();
        int        index    = Random.Range(0, pMotor.fixedPath.Count);
        int        id       = pMotor.fixedPath[index].id;
        int        subId    = pMotor.fixedPath[index].subId;
        float      distance = Random.value * 0.8f + 0.1f;
        TrafEntry  entry    = system.GetEntry(id, subId);

        if (entry == null)
        {
            return;
        }
        InterpolatedPosition pos = entry.GetInterpolatedPosition(distance);

        if (!Physics.CheckSphere(pos.position, checkRadius * 3, 1 << LayerMask.NameToLayer("Traffic")))
        {
            GameObject  go    = GameObject.Instantiate(prefab, pos.position, Quaternion.identity) as GameObject;
            TrafAIMotor motor = go.GetComponent <TrafAIMotor>();

            motor.currentIndex = pos.targetIndex;
            motor.currentEntry = entry;
            go.transform.LookAt(entry.waypoints[pos.targetIndex]);
            motor.system = system;
            motor.Init();

            motor.currentFixedNode = index;
        }
    }
Example #3
0
    //ANTONELLO
    private void guidaAutomaticaSF()
    {
        //Vector3 tempPos = transform.position;
        int id    = Random.Range(0, maxIdent);
        int subId = Random.Range(0, maxSub);
        //float distance = Random.value * 0.8f + 0.1f;



        GameObject      go = ottieniRiferimentoPlayer();
        TrackController trackController = TrackController.Instance;
        TrafEntry       entry           = trackController.GetCurrentTrafEntry(); //-> ottengo la entry corrente
        //TrafEntry entryOk = null;


        //lo scopo della funziona calcolaDistanza è settare la variabile distance che farà si che verrà settato correttamente il waypoint target
        float distance = calcolaDistanza(entry, go);


        //entry = system.GetEntry(id, subId); //-> serve a ottenere la entry di un determinato punto, bisogna indicare il giusto id e subid

        if (entry == null)
        {
            Debug.Log("Entry = null");
            return;
        }

        InterpolatedPosition pos = entry.GetInterpolatedPosition(distance);

        if (!Physics.CheckSphere(pos.position, checkRadius, 1 << LayerMask.NameToLayer("Traffic")))
        {
            GameObject nose = new GameObject("nose");
            nose.transform.SetParent(go.transform);
            nose.transform.localPosition = new Vector3(0, 0.5f, 2f);
            nose.transform.localRotation = Quaternion.identity;
            nose.transform.localScale    = new Vector3(2f, 2f, 2f);


            TrafAIMotor motor = go.AddComponent <TrafAIMotor>();


            GameObject colliderOstacoli = new GameObject("colliderOstacoli");
            colliderOstacoli.transform.SetParent(go.transform);
            BoxCollider boxColliderOstacoli = colliderOstacoli.AddComponent <BoxCollider>();
            boxColliderOstacoli.isTrigger            = true;
            colliderOstacoli.transform.localPosition = new Vector3(0f, 0.65f, 7f);
            colliderOstacoli.transform.localScale    = new Vector3(1f, 1f, 1f);
            colliderOstacoli.transform.localRotation = Quaternion.identity;
            boxColliderOstacoli.size = new Vector3(3f, 0.75f, 10f);
            TrafAIMotor.GestoreCollisioni gestore = colliderOstacoli.AddComponent <TrafAIMotor.GestoreCollisioni>();
            gestore.setMotor(motor);


            //L'ISTRUZIONE SOTTO FA TELETRASPORTARE L'AUTO NELLA POSIZIONE pos.position
            //go.transform.position = pos.position;

            //go.AddComponent<TrafWheels>();

            motor.currentIndex = pos.targetIndex;
            motor.currentEntry = entry;

            //L'istruzione sotto ruota la macchina in direzione del waypoint target
            //go.transform.LookAt(entry.waypoints[pos.targetIndex]);

            motor.system            = system;
            motor.nose              = nose;
            motor.raycastOrigin     = nose.transform;
            motor.targetHeight      = 0f;
            motor.waypointThreshold = 3f;

            guidaAutomatica = true;


            /*motor.fixedRoute = true;
             *
             * //RoadGraphEdge edge = new RoadGraphEdge();
             * //edge.id = 5; edge.subId = 0;
             * RoadGraphEdge edge1 = new RoadGraphEdge();
             * edge1.id = 1003; edge1.subId = 4;
             * RoadGraphEdge edge2 = new RoadGraphEdge();
             * edge2.id = 3; edge2.subId = 1;
             * //RoadGraphEdge edge3 = new RoadGraphEdge();
             * //edge3.id = 4; edge3.subId = 3;
             *
             * List<RoadGraphEdge> listaEdge = new List<RoadGraphEdge>();
             * //listaEdge.Add(edge);
             * listaEdge.Add(edge1);
             * listaEdge.Add(edge2);
             * //listaEdge.Add(edge3);
             * motor.fixedPath = listaEdge;*/



            motor.Init();
        }
        else
        {
            guidaAutomaticaSF(); //è una ricorsione, fa si che si ripete la funzione finchè tutto vada bene
        }
    }
Example #4
0
    public GameObject Spawn(TrafEntry entry, bool unseenArea = false, CarAIController sameCar = null)
    {
        if (entry == null)
        {
            return(null);
        }

        float distance = Random.value * 0.8f + 0.1f;

        InterpolatedPosition pos = entry.GetInterpolatedPosition(distance);

        if (!Physics.CheckSphere(pos.position, checkRadius, NPCSpawnCheckBitmask))
        {
            GameObject go;

            if (sameCar != null) //If it is the same car simply reposition it
            {
                go = sameCar.gameObject;
                go.transform.position = pos.position + Vector3.up;
            }
            else
            {
                go = GameObject.Instantiate(prefabs[Random.Range(0, prefabs.Length)], pos.position + Vector3.up * 3.5f, Quaternion.identity) as GameObject;
            }

            go.transform.LookAt(entry.waypoints[pos.targetIndex]);
            go.transform.SetParent(this.transform); // Put all spawned cars under this object for better organization

            var carAI = go.GetComponent <CarAIController>();
            if (unseenArea)
            {
                if (!CheckSilentRespawnEligibility(carAI, Camera.main))
                {
                    if (sameCar == null)
                    {
                        DestroyImmediate(go);
                    }
                    return(null);
                }
            }
            else if (sameCar == null) //If it is a new spawn
            {
                //assign userid
                if (trafInfoManager.freeIdPool.Count == 0)
                {
                    carAI.carID = trafInfoManager.GeneratePseudoRandomUID();
                }
                else
                {
                    carAI.carID = trafInfoManager.freeIdPool.Dequeue();
                }

                carAI.RandomSelectCarPaintTexture();

                ++totalTrafficCarCount;
                if (trafPerfManager != null)
                {
                    trafPerfManager.AddAICar(carAI);
                }
            }

            // Init or Reinit AI motor
            TrafAIMotor motor = go.GetComponent <TrafAIMotor>();
            motor.system = system;
            motor.Init(pos.targetIndex, entry);

            // Init or Reinit AI Controller
            carAI.Init();
            return(go);
        }
        else
        {
            return(null);
        }
    }