public override void DefaultBehavior()
    {
        float d = Vector3.Distance(transform.position, _pathAi.target);

        if (d < stoppingDistance)
        {
            _pathAi.setNextNode();
        }
        if (_pathAi.target != Vector3.zero)
        {
            /*
             * transform.LookAt(_pathAi.target);
             * var angles = transform.rotation.eulerAngles;
             * transform.rotation=Quaternion.Euler(0,angles.y,0);
             */

            //rb.velocity = transform.forward * speed;
            Vector2 inp = new Vector2(0, 1); //step on gas for now
            //curVelo += accel; //step on da gas (TODO: add braking and stuff later)

            //steer towards next node
            float angle = Vector3.SignedAngle(_pathAi.target - transform.position, transform.forward, Vector3.up); //find direction to steer in

            if (angle > aiTurnThreshold)
            {
                inp.x = -1;
            }
            else if (angle < -aiTurnThreshold)
            {
                inp.x = 1;
            }
            driverInput = inp;

            /*
             * Vector3 twist = Vector3.Project(transform.up,Vector3.up);
             * float mag = twist.y;
             *
             * if (mag < 0.5) {
             *  inp = Vector2.zero;
             * }
             */
        }
        else
        {
            //rb.velocity=Vector3.zero;
        }
    }
Exemple #2
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    public override void DefaultBehavior()
    {
        float d = Vector3.Distance(transform.position, _pathAi.target);

        if (d < stoppingDistance)
        {
            _pathAi.setNextNode();
        }
        if (_pathAi.target != Vector3.zero)
        {
            anim.SetBool("moving", true);


            transform.LookAt(_pathAi.target);
            var angles = transform.rotation.eulerAngles;
            transform.rotation  = Quaternion.Euler(0, angles.y, 0);
            transform.position += transform.forward * speed * Time.deltaTime;
        }
        else
        {
            anim.SetBool("moving", false);
        }
    }