Exemple #1
0
    /// <summary>
    /// Draws the radius of size sightDistance around the agent.
    ///
    /// Adaptation of Lague, S. (2015) Field of view visualisation (E01). Available at: https://www.youtube.com/watch?v=rQG9aUWarwE (Accessed: 05 January 2018).
    /// </summary>
    private void OnSceneGUI()
    {
        VisionCone cone = (VisionCone)target; // Agent's FOV cone in game

        Handles.color = Color.white;          // Change colour to white


        // View distance
        Handles.DrawWireArc(cone.transform.position, Vector3.up, Vector3.forward, 360, cone.viewDistance); // Draw a circle of radius sightDistance around agent

        // View angle
        // Get the angle in radians of half the view angle left and right of the agent's forward vector.
        float rightSightAngle = ((cone.FOV / 2) + cone.transform.eulerAngles.y) * Mathf.Deg2Rad;
        float leftSightAngle  = ((cone.FOV / 2) - cone.transform.eulerAngles.y) * Mathf.Deg2Rad;

        // Convert these angles to direction vectors
        Vector3 rightSightPoint = new Vector3(Mathf.Sin(rightSightAngle), 0.0f, Mathf.Cos(rightSightAngle));
        Vector3 leftSightPoint  = new Vector3(Mathf.Sin(-leftSightAngle), 0.0f, Mathf.Cos(-leftSightAngle));

        // Draw a line from the agent's position, along the direction vectors until they intersect with the view distance.
        Handles.DrawLine(cone.transform.position, cone.transform.position + rightSightPoint * cone.viewDistance);
        Handles.DrawLine(cone.transform.position, cone.transform.position + leftSightPoint * cone.viewDistance);



        // Enemies in proximity
        List <GameObject> enemies        = cone.getNearbyTargets();
        List <GameObject> visibleEnemies = cone.getNearbyTargets();

        for (int i = 0; i < enemies.Count; i++)
        {
            if (!visibleEnemies.Contains(enemies[i])) // Can't see enemy
            {
                Handles.color = Color.red;
            }
            else
            {
                float percentageVisible = cone.getTimeVisible(enemies[i]) / cone.timeToSpot;
                Color visibilityColour  = new Color(1 - percentageVisible, percentageVisible, 0);

                Handles.color = visibilityColour;
            }

            Handles.DrawLine(cone.transform.position, enemies[i].transform.position);
        }
    }