internal static void SimpleInitShip(ShipAI shipAI)
    {
        AQAccess.Register(shipAI);
        if (shipAI == null)
        {
            Debug.Log("ShipAi function parameter is null -> Aborting.");
            return;
        }
        ShipAPI   sapi = shipAI.GetComponentInChildren <ShipAPI>();
        TurretAPI tapi = sapi.TurretControl;

        if (shipAI.ActualShipRoot == null)
        {
            Debug.Log("Missing ship root. np.");
        }
        if (sapi == null)
        {
            Debug.Log("Missing ship API. np.");
        }
        if (sapi == null)
        {
            Debug.Log("Missing turret API. np.");
        }

        AQAccess.Ins.SetData(shipAI, "Source", shipAI);
        AQAccess.Ins.SetData(shipAI, "Root", shipAI.ActualShipRoot);
        AQAccess.Ins.SetData(shipAI, "TurretControl", tapi);
    }
Exemple #2
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    public static Transform FireRandomBakuUsaAt(Transform transform)
    {
        ShipAI a = usakiGroup[Random.Range(0, usakiGroup.Count)];

        if (!a || !a.bakuUsa)
        {
            return(transform);
        }
        a.bakuUsa.SetParent(null);
        a.bakuUsa.gameObject.AddComponent <Rigidbody>().useGravity = false;
        TrailRenderer trail = a.bakuUsa.GetComponentInChildren <TrailRenderer>();

        if (trail)
        {
            trail.enabled = true;
        }
        Projectile proj = a.bakuUsa.gameObject.AddComponent <Projectile>();

        proj.AssignRigidbody();
        proj.transform.LookAt(transform);
        proj.turnRate        = 20f;
        proj.projectileSpeed = WorldManager.instance.bakuHatsuSpeed;
        proj.Velocity        = transform.forward * WorldManager.instance.bakuHatsuSpeed;
        proj.SetTriggerStatus(true);
        proj.homeTarget = transform;
        return(a.bakuUsa);
    }
Exemple #3
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 void OnDrawGizmos()
 {
     print("编译时,请注释掉最上面的#define EDIT");
     if (string.IsNullOrEmpty(shipName))
     {
         shipName = name;
     }
     Gizmos.color = new Color(1, 0, 0, .3f);
     if (shipData)
     {
         Gizmos.DrawSphere(transform.position, shipData.range);
     }
     Gizmos.color = Color.magenta;
     Gizmos.DrawWireSphere(transform.position, boundOfMove);
     if (animBehaviour == null)
     {
         animBehaviour = transform.GetChild(0).GetComponent <Animation>();
     }
     if (animBehaviour)
     {
         if (animBehaviour.gameObject.layer != LayerMask.NameToLayer("CheckPath"))
         {
             animBehaviour.gameObject.layer = LayerMask.NameToLayer("CheckPath");
         }
     }
     if (!selfAI)
     {
         selfAI = GetComponent <ShipAI>();
     }
 }
Exemple #4
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    /// <summary>
    /// Checks the exit condition of the order and, if satisfied, finishes the given order.
    /// </summary>
    /// <param name="controller">Reference to ship's AI controller</param>
    /// <returns>True if order should be terminated, false otherwise</returns>
    protected bool CheckExitCondition(ShipAI controller)
    {
        Vector3 target;

        // Temporary destination overrides waypoints
        if (controller.tempDest == Vector3.zero && controller.wayPointList.Count > 0)
        {
            target = controller.wayPointList[controller.nextWayPoint].position;
        }
        else
        {
            target = controller.tempDest;
        }

        float distance = Vector3.Distance(target, controller.transform.position);

        if (distance < 10)
        {
            controller.tempDest = Vector3.zero;
            return(true);
        }

        float thr = distance > 100f ? 1f : (distance / 100f);

        controller.throttle = Mathf.MoveTowards(controller.throttle, thr, Time.deltaTime * 0.5f);

        return(false);
    }
Exemple #5
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    public override void UpdateState(ShipAI controller)
    {
        SteerAction.SteerTowardsTarget(controller);

        float distance = Vector3.Distance(controller.wayPointList[controller.nextWayPoint].position, controller.transform.position);

        controller.throttle = distance > 30f ? 1f : 0f;
    }
Exemple #6
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 public void SetAIVariables(ShipAI AIParams)
 {
     shootInterval        = AIParams.shootInterval;
     cooldownInterval     = AIParams.cooldownInterval;
     engagementRanges     = AIParams.engagementRanges;
     shipStats            = AIParams.shipStats;
     shipMovementValues   = AIParams.shipMovementValues;
     shipRotationalValues = AIParams.shipRotationalValues;
 }
Exemple #7
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    public override void UpdateState(ShipAI controller)
    {
        SteerAction.SteerTowardsTarget(controller);

        if (CheckExitCondition(controller))
        {
            controller.FinishOrder();
        }
    }
Exemple #8
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    private void CheckSingeltonInstance()
    {
        if (instance != null)
        {
            Destroy(gameObject);
        }

        instance = this;
        DontDestroyOnLoad(gameObject);
    }
Exemple #9
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    private void PatrolWaypoints(ShipAI controller)
    {
        float distance = Vector3.Distance(controller.wayPointList[controller.nextWayPoint].position, controller.transform.position);

        if (distance < 30)
        {
            controller.nextWayPoint = (controller.nextWayPoint + 1) % controller.wayPointList.Count;
        }

        controller.throttle = 1.0f;
    }
Exemple #10
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    private void Awake()
    {
        aiInput = new ShipAI(this, this.GetComponent <Rigidbody>());
        physics = new ShipPhysics(this, this.GetComponent <Rigidbody>());

        if (leader != null)
        {
            leader.subordinates.Add(this);
            leader.isLeader = true;
            inSquad         = true;
            leader.inSquad  = true;
        }
    }
    public override bool IsSatisfied(FsmState curr, FsmState next)
    {
        ShipAI Ship = GetComponent <ShipAI> ();

        if (Ship.target == null)
        {
            return(true);
        }
        else
        {
            return(false);
        }
    }
Exemple #12
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 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.gameObject.GetComponent <ShipAI>())
     {
         ShipAI ai = other.gameObject.GetComponent <ShipAI>();
         if (waypoint.ships.Contains(ai))
         {
             if (ai.targetWaypoint == this)
             {
                 waypoint.nextWaypoint();
             }
         }
     }
 }
    /// <summary>
    /// Called by each of the orders to turn the ship towards a certain target
    /// </summary>
    /// <param name="controller"></param>
    public static void SteerTowardsTarget(ShipAI controller)
    {
        Vector3 target;

        // Temporary destination overrides waypoints (zeroed tempDest means it's not in use)
        if (controller.tempDest == Vector3.zero && controller.wayPointList.Count > 0)
        {
            if (controller.wayPointList[controller.nextWayPoint] != null)
            {
                target = controller.wayPointList[controller.nextWayPoint].position;
            }
            else
            {
                target = controller.tempDest;
            }
        }
        else
        {
            target = controller.tempDest;
        }


        float distance = Vector3.Distance(target, controller.ship.transform.position);

        if (distance > 10)
        {
            // Control the angular velocity (how quickly you are changing direction)
            Vector3 angularVelocityError      = controller.rBody.angularVelocity * -1;
            Vector3 angularVelocityCorrection = controller.pid_velocity.Update(angularVelocityError, Time.deltaTime);

            // Convert angular velocity correction to local space
            Vector3 lavc = controller.ship.transform.InverseTransformVector(angularVelocityCorrection);

            Vector3 desiredHeading = target - controller.ship.transform.position;
            Vector3 currentHeading = controller.ship.transform.forward;
            // Control the angle itself (which direction you are facing)
            Vector3 headingError      = Vector3.Cross(currentHeading, desiredHeading);
            Vector3 headingCorrection = controller.pid_angle.Update(headingError, Time.deltaTime);

            // Convert heading correction to local space to apply relative angular torque
            Vector3 lhc = controller.ship.transform.InverseTransformVector(headingCorrection * 200f);

            controller.angularTorque = lavc + lhc;
        }
        else
        {
            // Do not attempt to turn towards a really close target or things will become weird
            controller.angularTorque = Vector3.zero;
        }
    }
Exemple #14
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    public override AQResult Execute()
    {
        Transform target = AQAccess.GetData("Target") as Transform;
        ShipAI    source = AQAccess.GetData("Source") as ShipAI;
        Transform root   = AQAccess.GetData("Root") as Transform;

        source.DrawGizmoSphere(root.position, range);
        if (target != null)
        {
            return(Vector2.Distance(target.position, root.position) < range
                ? AQResult.Success
                : AQResult.Fail);
        }
        return(AQResult.Fail);
    }
    void HandleEnemyForgeUI()
    {
        if (currentType != selectedType)
        {
            currentType = selectedType;
            ShipAI dummyAIParams = AITypes[currentType].GetComponent <ShipAI>();
            inputFields[0].Fields[0].text = dummyAIParams.shootInterval.ToString();                          //Weapon Fire Interval

            inputFields[1].Fields[0].text = dummyAIParams.cooldownInterval.ToString();                       //Weapon Fire Cooldown

            inputFields[2].Fields[0].text = dummyAIParams.engagementRanges.gunRange.ToString();              //Weapon Range

            inputFields[3].Fields[0].text = "0";                                                             //Missile Fire Interval

            inputFields[4].Fields[0].text = "0";                                                             //Missile Reload

            inputFields[5].Fields[0].text = dummyAIParams.engagementRanges.missileRange.ToString();          //Missile Range

            inputFields[6].Fields[0].text = dummyAIParams.shipMovementValues.maxSpeedVector.x.ToString();    //Ship Speed F/B
            inputFields[6].Fields[1].text = dummyAIParams.shipMovementValues.maxSpeedVector.y.ToString();    //Ship Speed L/R
            inputFields[6].Fields[2].text = dummyAIParams.shipMovementValues.maxSpeedVector.z.ToString();    //Ship Speed U/D

            inputFields[7].Fields[0].text = dummyAIParams.shipMovementValues.maxForceVector.x.ToString();    //Ship Force F/B
            inputFields[7].Fields[1].text = dummyAIParams.shipMovementValues.maxForceVector.y.ToString();    //Ship Force L/R
            inputFields[7].Fields[2].text = dummyAIParams.shipMovementValues.maxForceVector.z.ToString();    //Ship Force U/D

            inputFields[8].Fields[0].text = dummyAIParams.shipMovementValues.speedMultiplier.ToString();     //Boost Multiplier

            inputFields[9].Fields[0].text = dummyAIParams.shipRotationalValues.maxSpeedVector.x.ToString();  //Rotational Speed Roll
            inputFields[9].Fields[1].text = dummyAIParams.shipRotationalValues.maxSpeedVector.y.ToString();  //Rotational Speed Pitch
            inputFields[9].Fields[2].text = dummyAIParams.shipRotationalValues.maxSpeedVector.z.ToString();  //Rotational Speed Yaw

            inputFields[10].Fields[0].text = dummyAIParams.shipRotationalValues.maxForceVector.x.ToString(); //Rotational Force Roll
            inputFields[10].Fields[1].text = dummyAIParams.shipRotationalValues.maxForceVector.y.ToString(); //Rotational Force Pitch
            inputFields[10].Fields[2].text = dummyAIParams.shipRotationalValues.maxForceVector.z.ToString(); //Rotational Force Yaw

            inputFields[11].Fields[0].text = dummyAIParams.shipStats.hullGrade.ToString();                   //Ship Hull Grade

            inputFields[12].Fields[0].text = dummyAIParams.shipStats.shieldGrade.ToString();                 //Ship Shield Grade

            inputFields[13].Fields[0].text = dummyAIParams.shipStats.shieldDelay.ToString();                 //Ship Shield Delay

            inputFields[14].Fields[0].text = dummyAIParams.shipStats.shieldRechargeRate.ToString();          //Ship Shield Regen
        }
    }
Exemple #16
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    private void Awake()
    {
        // In case this is a player ship, attack AI
        ShipAI shipAI = GetComponent <ShipAI>();

        if (shipAI == null)
        {
            isLookingForEnemy = true;
        }
        audioSource = GetComponent <AudioSource>();
        audioSource.spatialBlend = 1.0f;
        audioSource.minDistance  = 5.0f;
        audioSource.maxDistance  = 500.0f;

        // add default blacklists
        raycastWhitelist.Add("enemy");
        raycastWhitelist.Add("Enemy");
        raycastWhitelist.Add("Player");
    }
Exemple #17
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    /// <summary>
    /// Checks the exit condition of the order and, if satisfied, finishes the given order.
    /// </summary>
    /// <param name="controller">Reference to ship's AI controller</param>
    /// <returns>True if order should be terminated, false otherwise</returns>
    protected bool CheckExitCondition(ShipAI controller)
    {
        // Note: this order will never end (there is no end condition)!
        if (controller.tempDest == Vector3.zero)
        {
            controller.tempDest = GenerateNextWaypoint(controller.transform);
        }

        float distance = Vector3.Distance(controller.tempDest, controller.transform.position);

        if (distance < 30)
        {
            controller.tempDest = GenerateNextWaypoint(controller.transform);
        }

        controller.throttle = Mathf.MoveTowards(controller.throttle, 0.5f, Time.deltaTime * 0.5f);

        return(false);
    }
Exemple #18
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 public void addEscort(ShipAI ai)
 {
     escorts.Add(ai);
 }
Exemple #19
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    public override void UpdateState(ShipAI controller)
    {
        SteerAction.SteerTowardsTarget(controller);

        PatrolWaypoints(controller);
    }
Exemple #20
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 void Awake()
 {
     ship = GetComponent <ShipAI> ();
     targetPlaceholder = ship.target;
 }
Exemple #21
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 private void Awake()
 {
     aiInput = GetComponent <ShipAI>();
     physics = GetComponent <ShipPhysics>();
 }
Exemple #22
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 void Start()
 {
     Ship       = GetComponent <ShipAI> ();
     huntScript = GetComponent <Hunt>();
 }
Exemple #23
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 void Awake()
 {
     ship = GetComponent <ShipAI> ();
     Reset();
     flipCoins();
 }
Exemple #24
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 public void removeEscort(ShipAI ai)
 {
     escorts.Remove(ai);
 }
Exemple #25
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 public void assignAI(ShipAI ai)
 {
     ships.Add(ai);
     ai.setWaypointNode(currentNode);
 }
Exemple #26
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 void Start()
 {
     Ship = GetComponent <ShipAI> ();
 }
Exemple #27
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 /// <summary>
 /// The main method of the Order class, invoked in the Update function of the
 /// ship's artificial intelligence controller. Context is provided via the ShipAI
 /// object which has all the needed values.
 /// </summary>
 /// <param name="controller"></param>
 public abstract void UpdateState(ShipAI controller);
Exemple #28
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 void Start()
 {
     ship       = GetComponent <ShipAI> ();
     findScript = GetComponent <FindTarget>();
 }