Example #1
0
        /// <summary>
        /// Get all objects matching the required criteria within a sphere centered on the agents position.
        /// </summary>
        /// <param name="centre">The center point of the spehere.</param>
        /// <param name="radius">The radius of the sphere.</param>
        /// <param name="includeFilter">A filter that identifies results that should be included in the results.</param>
        /// <param name="result">All colliders within the sphere that match the filter</param>
        public static List <Collider> GetObjectsWithinSphere(Vector3 centre, float radius, ObjectFilter includeFilter)
        {
            List <Collider> result = new List <Collider>();

            Collider[] hitColliders = Physics.OverlapSphere(centre, radius);
            for (int i = 0; i < hitColliders.Length; i++)
            {
                if (includeFilter.gameObject != null && GameObject.ReferenceEquals(includeFilter.gameObject, hitColliders[i].gameObject))
                {
                    result.Add(hitColliders[i]);
                }
                else if (!string.IsNullOrEmpty(includeFilter.tag))
                {
                    if (hitColliders[i].CompareTag(includeFilter.tag))
                    {
                        result.Add(hitColliders[i]);
                    }
                    else
                    {
                        result.Add(hitColliders[i]);
                    }
                }
            }

            return(result);
        }
Example #2
0
        /// <summary>
        /// Find all objects matching a filter that are within Line of Site.
        /// </summary>
        public static List <Transform> FindVisibleTargets(Transform viewer, Vector3 eyesPosition, float radius, float fovAngle, LayerMask obstacleMask, ObjectFilter filter)
        {
            List <Transform> visibleTargets = new List <Transform>();

            if (radius == 0)
            {
                return(visibleTargets);
            }

            List <Collider> targetsInViewRadius = GetObjectsWithinSphere(eyesPosition, radius, filter);

            for (int i = 0; i < targetsInViewRadius.Count; i++)
            {
                Transform target      = targetsInViewRadius[i].transform;
                Vector3   dirToTarget = (target.position - eyesPosition).normalized;
                if (Vector3.Angle(viewer.forward, dirToTarget) <= fovAngle / 2)
                {
                    float distanceToTarget = Vector3.Distance(eyesPosition, target.position);
                    if (!Physics.Raycast(eyesPosition, dirToTarget, distanceToTarget, obstacleMask))
                    {
                        Debug.Log(viewer + " can see " + target);
                        visibleTargets.Add(target);
                    }
                    else
                    {
                        Debug.Log(viewer + " can't see " + target);
                    }
                }
            }

            return(visibleTargets);
        }