Exemple #1
0
	public RaceLinePoint getNextPoint(RaceLinePoint aCurrent) {
		for(int i = 0;i<points.Length-1;i++) {
			if(points[i]==aCurrent) {
				return points[i+1];
			}
		}
		return points[points.Length-1];
	}
Exemple #2
0
	private bool findAltRacingLine(bool aShorterOnly) {
		List<RacingLine> allRacingLines = RaceTrack.REF.racingLines;
		for(int i = 0;i<allRacingLines.Count;i++) {
			bool a = (i>0&&allRacingLines[i-1]==this.myRacingLine);
			bool b = (i<allRacingLines.Count-1&&allRacingLines[i+1]==this.myRacingLine);
			if(a||b) {
				RaceLinePoint r = allRacingLines[i].pointAtIndex(currentPoint.thisIndex);
				float currentDistanceToFinish = this.currentPoint.distanceToFinish+(Vector3.Distance(this.transform.position,this.currentPoint.transform.position));
				float altLineDistanceToFinish =	r.distanceToFinish+(Vector3.Distance(this.transform.position,r.transform.position));
				bool shorter = altLineDistanceToFinish<currentDistanceToFinish;
				
				if(!aShorterOnly||altLineDistanceToFinish<currentDistanceToFinish) {
					// We want to move to a different race line if we can
					
					RaceLinePoint p = allRacingLines[i].pointAtIndex(currentPoint.thisIndex-1);
					Vector3 there = p.transform.position;
					
					Vector3 diff = p.transform.position-this.transform.position;
					float dist = Vector3.Distance(allRacingLines[i].pointAtIndex(currentPoint.thisIndex-1).transform.position,this.transform.position);
					
					
					// Spherecast towards the current point on this line, if there is something there, lets
					RaycastHit hit;
					
					float distanceToObstacle = 0;
					
					// Cast a sphere wrapping character controller 10 meters forward
					// to see if it is about to hit anything.
					Vector3 here = this.transform.position;
					here.y += 1f;
					there.y += 1f;
					Vector3 left = (this.transform.right*-1)*(Vector3.Distance(here,there))+this.transform.position;
					Vector3 right = (this.transform.right)*(Vector3.Distance(here,there))+this.transform.position;
					left.y+=1f;
					right.y+=1f;
					// I don't know whether this is on left or right of us right now, lets see whats closest to "There"
					Vector3 sideways = right;
					if(Vector3.Distance(left,there)<Vector3.Distance(right,there)) {
						sideways = left;
					}
					Vector3 infrontAndLeftDiff = there-sideways;
					Vector3 behind = sideways-infrontAndLeftDiff;
					Vector3 behindDouble = sideways-infrontAndLeftDiff*3;
					Vector3 infrontAndSide = sideways+infrontAndLeftDiff/2;


					if((this.horseInTargetLaneAtVector(here,there,allRacingLines[i])!=null)||
					   (this.horseInTargetLaneAtVector(here,sideways,allRacingLines[i])!=null)||
					   (this.horseInTargetLaneAtVector(here,behind,allRacingLines[i])!=null)||
					   (this.horseInTargetLaneAtVector(here,infrontAndSide,allRacingLines[i])!=null)||
					   (this.horseInTargetLaneAtVector(here,behindDouble,allRacingLines[i])!=null)) {
	
					} else {
						this.myRacingLine = allRacingLines[i];
						if(currentPoint.thisIndex>0)
							prevPoint = allRacingLines[i].pointAtIndex(currentPoint.thisIndex-1);
 
						this.currentPoint = allRacingLines[i].pointAtIndex(currentPoint.thisIndex);
						useMidway = true;
						return true;
					}
					
					
				}
			}
		}
		// No suitable race line found
		return false;
	}
Exemple #3
0
	public void FixedUpdate () {
		if(!this.hasStarted) {
			return;
		}
		if(this.hasFinished) {
			handleFinishedHorse();
			return;
		}
		if(currentPoint==null)
			initClosestPoint();
		bool blocked = false;
		HorseController infront = this.horseInFront;
//		Debug.DrawRay(horseNose.position,this.transform.forward,Color.yellow);
//		Debug.DrawLine(this.transform.position,currentPoint.transform.position);
		if(Vector3.Distance(currentPoint.transform.position,this.transform.position)<closenessToNextPoint) {
			// We're looking ahead forward for the next race point now, lets decide how to deal with it.
			bool changingRaceLines = false;
			prevPoint = currentPoint;
			currentPoint = myRacingLine.getNextPoint(currentPoint);
			useMidway = true;
		//	this.desiredSpeed += UnityEngine.Random.Range(-1f,1f);
			changingRaceLines = findAltRacingLine(true);
			if(!changingRaceLines) {
				// Find out whether there is a horse between us and the next point
				
				if(infront!=null) {
					if(this.currentPoint==infront.currentPoint) {
						float timeUntilTheyAtPoint = infront.timeUntilPointAtCurrentSpeed;
						float timeUntilWeAtPoint = this.timeUntilPointAtDesiredSpeed;
						if(timeUntilTheyAtPoint>timeUntilWeAtPoint) {
							this.findAltRacingLine(false);
						}
					}
				} 
			}
			this.desiredSpeed = this.whichSpeedBase;
			if(RaceTrack.REF.iAmHost) {
				RaceTrack.REF.broadcastPositions();
				/*(SFSObject o = this.dataPackage;
				TOTAL_DATA_SENT += o.ToBinary().Length;
				SmartfoxConnectionHandler.REF.sendRaceMessage("b",o);*/
			}
		} else {
			if(infront!=null) {
				float dist = Vector3.Distance(infront.transform.position,this.transform.position);
				if(dist<MIN_FOLLOW_DISTANCE) {
					if(this.speed>infront.speed) {
						speed = infront.speed-0.1f;
						blocked = true;
					}
				}
			}
		}

		if(!blocked) {
			if(speed<desiredSpeed) {
				speed += acceleration;
				if(speed>desiredSpeed) {
					speed = desiredSpeed;
				}
			} else if(speed>desiredSpeed) {
				speed -= this.deceleration;
				if(speed<desiredSpeed) {
					speed = desiredSpeed;
				}
			}
		}
		float step = speed * 0.01f;
		Vector3 endPlace = currentPoint.transform.position;
		
		if(useMidway&&prevPoint!=null) {
			endPlace = (currentPoint.transform.position-prevPoint.transform.position)/2+prevPoint.transform.position;
	//		Debug.DrawLine(endPlace,this.transform.position,Color.cyan);
		}

		

		//find the vector pointing from our position to the target
		_direction = (endPlace - transform.position).normalized;
		
		//create the rotation we need to be in to look at the target
		_lookRotation = Quaternion.LookRotation(_direction);
		Quaternion r = transform.rotation;
		transform.rotation = Quaternion.Slerp(r, _lookRotation, Time.deltaTime * this.rotationSpeed);

		Vector3 diff = transform.forward*step*4f;
		this.lastAppliedSpeed = diff;
		transform.position += diff;

		if(this.useMidway) {
			float distFromStart = Vector3.Distance(this.horseNose.transform.position,this.prevPoint.transform.position);
			float distFromFinish = Vector3.Distance(this.horseNose.transform.position,this.currentPoint.transform.position);
			if(distFromStart*1.25f>distFromFinish) {
				useMidway = false;
			}
		}
		this.animator.SetFloat("Speed",speed);

		
	}
Exemple #4
0
	private void initClosestPoint() {
		
		prevPoint = currentPoint;
		currentPoint = myRacingLine.getClosestNodeToHorse(this.transform.position);
		startDistanceToFinish = currentPoint.distanceToFinish;
		
	}