public Pair <Double, Vector3> SearchGrid(WorldAgent newAgent, int newX, int newY, double currClosestDistance, Vector3 targetDirection)
        {
            foreach (WorldAgent nearestNeighbor in _agentGrid[newX, newY])
            {
                double newDistance = newAgent.FindDistance(nearestNeighbor);
                if (newDistance < currClosestDistance)
                {
                    currClosestDistance = newDistance;
                    targetDirection     = nearestNeighbor.transform.position;
                }
            }

            return(new Pair <Double, Vector3>(currClosestDistance, targetDirection));
        }
Exemple #2
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        public Pair <Double, Vector3> SearchGrid(WorldAgent newAgent, int newX, int newY, double currClosestDistance, Vector3 targetDirection, Vector3 simForward)
        {
            foreach (WorldAgent nearestNeighbor in _agentGrid[newX, newY])
            {
                double newDistance = newAgent.FindDistance(nearestNeighbor);
                if (newDistance < currClosestDistance && newDistance < GetSettingFloat("ViewRange"))
                {
                    Vector3 targDirection          = nearestNeighbor.transform.position - newAgent.transform.position;
                    float   angleToNearestNeighbor = Vector3.Angle(simForward, targDirection);
                    if (angleToNearestNeighbor < GetSettingFloat("ViewAngle") / 2)
                    {
                        currClosestDistance = newDistance;
                        targetDirection     = nearestNeighbor.transform.position;
                    }
                }
            }

            return(new Pair <Double, Vector3>(currClosestDistance, targetDirection));
        }