Esempio n. 1
0
        public override void Apply(Path p)
        {
            //Good Game
            Vector3[] vectorPath = IntMath.Int3s2Vector3s(p.vectorPath).ToArray();
            //VInt3[] vectorPath = p.vectorPath.ToArray();

            if (vectorPath == null || vectorPath.Length <= 2)
            {
                return;
            }

            //Good Game
            List <Vector3> newPath = new List <Vector3>();

            //List<VInt3> newPath = new List<VInt3>();
            newPath.Add(vectorPath[0]);

            TurnConstructor.turningRadius = turningRadius;

            for (int i = 1; i < vectorPath.Length - 1; i++)
            {
                List <Turn> turnList = new List <Turn>();

                TurnConstructor.Setup(i, vectorPath);
                turnConstruct1.Prepare(i, vectorPath);
                turnConstruct2.Prepare(i, vectorPath);

                TurnConstructor.PostPrepare();

                if (i == 1)
                {
                    turnConstruct1.PointToTangent(turnList);
                    turnConstruct2.PointToTangent(turnList);
                }
                else
                {
                    turnConstruct1.TangentToTangent(turnList);
                    turnConstruct2.TangentToTangent(turnList);
                }

                EvaluatePaths(turnList, newPath);

                //Last point
                if (i == vectorPath.Length - 2)
                {
                    turnConstruct1.TangentToPoint(turnList);
                    turnConstruct2.TangentToPoint(turnList);
                }

                EvaluatePaths(turnList, newPath);
            }

            newPath.Add(vectorPath[vectorPath.Length - 1]);
            //Good Game
            //p.vectorPath = newPath;
            p.vectorPath = IntMath.Vector3s2Int3s(newPath);
        }
Esempio n. 2
0
        public override void Apply(Path p)
        {
            // This should never trigger unless some other modifier has messed stuff up
            if (p.vectorPath == null)
            {
                Debug.LogWarning("Can't process NULL path (has another modifier logged an error?)");
                return;
            }

            //Good Game
            //List<Vector3> path = null;
            List <VInt3> path = null;

            switch (smoothType)
            {
            case SmoothType.Simple:
                path = SmoothSimple(p.vectorPath); break;

            case SmoothType.Bezier:
                path = SmoothBezier(p.vectorPath); break;

            case SmoothType.OffsetSimple:
                path = SmoothOffsetSimple(p.vectorPath); break;

            case SmoothType.CurvedNonuniform:
                //Good Game
                //path = CurvedNonuniform(p.vectorPath); break;
                path = IntMath.Vector3s2Int3s(CurvedNonuniform(IntMath.Int3s2Vector3s(p.vectorPath))); break;
            }

            if (path != p.vectorPath)
            {
                //Good Game
                //ListPool<Vector3>.Release(ref p.vectorPath);
                ListPool <VInt3> .Release(ref p.vectorPath);

                p.vectorPath = path;
            }
        }
Esempio n. 3
0
        /** Calculates desired velocity.
         * Finds the target path segment and returns the forward direction, scaled with speed.
         * A whole bunch of restrictions on the velocity is applied to make sure it doesn't overshoot, does not look too far ahead,
         * and slows down when close to the target.
         * /see speed
         * /see endReachedDistance
         * /see slowdownDistance
         * /see CalculateTargetPoint
         * /see targetPoint
         * /see targetDirection
         * /see currentWaypointIndex
         */
        protected new Vector3 CalculateVelocity(Vector3 currentPosition)
        {
            if (path == null || path.vectorPath == null || path.vectorPath.Count == 0)
            {
                return(Vector3.zero);
            }

            //Good Game
            //List<Vector3> vPath = path.vectorPath;
            List <Vector3> vPath = IntMath.Int3s2Vector3s(path.vectorPath);

            if (vPath.Count == 1)
            {
                vPath.Insert(0, currentPosition);
            }

            if (currentWaypointIndex >= vPath.Count)
            {
                currentWaypointIndex = vPath.Count - 1;
            }

            if (currentWaypointIndex <= 1)
            {
                currentWaypointIndex = 1;
            }

            while (true)
            {
                if (currentWaypointIndex < vPath.Count - 1)
                {
                    //There is a "next path segment"
                    float dist = XZSqrMagnitude(vPath[currentWaypointIndex], currentPosition);
                    //Mathfx.DistancePointSegmentStrict (vPath[currentWaypointIndex+1],vPath[currentWaypointIndex+2],currentPosition);
                    if (dist < pickNextWaypointDist * pickNextWaypointDist)
                    {
                        lastFoundWaypointPosition = currentPosition;
                        lastFoundWaypointTime     = Time.time;
                        currentWaypointIndex++;
                    }
                    else
                    {
                        break;
                    }
                }
                else
                {
                    break;
                }
            }

            Vector3 dir            = vPath[currentWaypointIndex] - vPath[currentWaypointIndex - 1];
            Vector3 targetPosition = CalculateTargetPoint(currentPosition, vPath[currentWaypointIndex - 1], vPath[currentWaypointIndex]);


            dir   = targetPosition - currentPosition;
            dir.y = 0;
            float targetDist = dir.magnitude;

            float slowdown = Mathf.Clamp01(targetDist / slowdownDistance);

            this.targetDirection = dir;

            if (currentWaypointIndex == vPath.Count - 1 && targetDist <= endReachedDistance)
            {
                if (!reachedEndOfPath)
                {
                    reachedEndOfPath = true; OnTargetReached();
                }

                //Send a move request, this ensures gravity is applied
                return(Vector3.zero);
            }

            Vector3 forward = tr.forward;
            float   dot     = Vector3.Dot(dir.normalized, forward);
            float   sp      = maxSpeed * Mathf.Max(dot, minMoveScale) * slowdown;

        #if ASTARDEBUG
            Debug.DrawLine(vPath[currentWaypointIndex - 1], vPath[currentWaypointIndex], Color.black);
            Debug.DrawLine(GetFeetPosition(), targetPosition, Color.red);
            Debug.DrawRay(targetPosition, Vector3.up, Color.red);
            Debug.DrawRay(GetFeetPosition(), dir, Color.yellow);
            Debug.DrawRay(GetFeetPosition(), forward * sp, Color.cyan);
        #endif

            if (Time.deltaTime > 0)
            {
                sp = Mathf.Clamp(sp, 0, targetDist / (Time.deltaTime * 2));
            }

            return(forward * sp);
        }