Esempio n. 1
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    // Start is called before the first frame update
    protected override void Start()
    {
        moveTypeSeek           = new Seek();
        moveTypeSeek.character = this;
        moveTypeSeek.target    = target;

        moveTypeFlee           = new Seek();
        moveTypeFlee.flee      = true;
        moveTypeFlee.character = this;
        moveTypeFlee.target    = target;

        moveTypeEvade           = new Evade();
        moveTypeEvade.character = this;
        moveTypeEvade.target    = target;

        moveTypeAvoid           = new ObstacleAvoidance();
        moveTypeAvoid.character = this;
        moveTypeAvoid.target    = target;

        rotateTypeFace           = new Face();
        rotateTypeFace.character = this;
        rotateTypeFace.target    = target;

        rotateTypeLWYG           = new LookWhereYoureGoing();
        rotateTypeLWYG.character = this;
        rotateTypeLWYG.target    = target;
    }
Esempio n. 2
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    //Function to create leader ships
    void CreateLeaders(Vector3 newpos)
    {
        GameObject leader = GameObject.Instantiate <GameObject> (prefab);

        leader.transform.parent   = this.transform;
        leader.transform.position = this.transform.TransformPoint(newpos);
        leader.transform.rotation = this.transform.rotation;

        //add steering behaviours
        Wander w    = leader.AddComponent <Wander>();
        Seek   seek = leader.AddComponent <Seek> ();

        seek.enabled = !seek.enabled;         //disable seek behaviour
        ObstacleAvoidance obavd = leader.AddComponent <ObstacleAvoidance> ();
        //Change speed of boid
        Boid b = leader.GetComponent <Boid> ();

        b.maxSpeed = 2;
        //Create followers of leader
        for (int i = 1; i <= followers; i++)
        {
            Vector3 offset = new Vector3(gap * i, 0, -gap * i);
            CreateFollower(offset, leader.GetComponent <Boid> ());
            offset = new Vector3(-gap * i, 0, -gap * i);
            CreateFollower(offset, leader.GetComponent <Boid> ());
        }
    }
Esempio n. 3
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 //void based steeringbehaviours
 public void ObstacleAvoidenceOn()
 {
     if (!behaviours.Contains(ObstacleAvoidance.GetInstance()))
     {
         behaviours.Add(ObstacleAvoidance.GetInstance());
     }
 }
Esempio n. 4
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 public static ObstacleAvoidance GetInstance()
 {
     if (instance == null)
     {
         instance = new ObstacleAvoidance();
     }
     return(instance);
 }
Esempio n. 5
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    void Start()
    {
        Separation separate = new Separation();

        separate.character = this;
        GameObject[] goBirds = GameObject.FindGameObjectsWithTag("bird");
        kBirds = new Kinematic[goBirds.Length - 1];
        int j = 0;

        for (int i = 0; i < goBirds.Length - 1; i++)
        {
            if (goBirds[i] == this)
            {
                continue;
            }
            kBirds[j++] = goBirds[i].GetComponent <Kinematic>();
        }
        separate.targets = kBirds;
        Arrive cohere = new Arrive();

        cohere.character = this;
        cohere.target    = myCohereTarget;
        LookWhereGoing myRotateType = new LookWhereGoing();

        myRotateType.character = this;

        mySteering                       = new BlendedSteering();
        mySteering.behaviors             = new BehaviorAndWeight[3];
        mySteering.behaviors[0]          = new BehaviorAndWeight();
        mySteering.behaviors[0].behavior = separate;
        mySteering.behaviors[0].weight   = 1f;
        mySteering.behaviors[1]          = new BehaviorAndWeight();
        mySteering.behaviors[1].behavior = cohere;
        mySteering.behaviors[1].weight   = 1f;
        mySteering.behaviors[2]          = new BehaviorAndWeight();
        mySteering.behaviors[2].behavior = myRotateType;
        mySteering.behaviors[2].weight   = 1f;

        ObstacleAvoidance myAvoid = new ObstacleAvoidance();

        myAvoid.character = this;
        myAvoid.target    = myCohereTarget;
        myAvoid.flee      = true;
        BlendedSteering myHighPrioritySteering = new BlendedSteering();

        myHighPrioritySteering.behaviors             = new BehaviorAndWeight[1];
        myHighPrioritySteering.behaviors[0]          = new BehaviorAndWeight();
        myHighPrioritySteering.behaviors[0].behavior = myAvoid;
        myHighPrioritySteering.behaviors[0].weight   = 1f;

        myAdvancedSteering           = new PrioritySteering();
        myAdvancedSteering.groups    = new BlendedSteering[2];
        myAdvancedSteering.groups[0] = new BlendedSteering();
        myAdvancedSteering.groups[0] = myHighPrioritySteering;
        myAdvancedSteering.groups[1] = new BlendedSteering();
        myAdvancedSteering.groups[1] = mySteering;
    }
Esempio n. 6
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 // Use this for initialization
 void Start()
 {
     separation = this.GetComponent <Separation>();
     arrive     = this.GetComponent <Arrive>();
     //align = this.GetComponent<Align>();
     velocityMatching = this.GetComponent <VelocityMatch>();
     velocityOutput   = new SteeringOutput();
     avoidance        = this.GetComponent <ObstacleAvoidance>();
     //m_droneGO.GetComponent<Rigidbody>().AddForce(new Vector3(Random.Range(0,50), Random.Range(0, 50), Random.Range(0, 50)),ForceMode.VelocityChange);
 }
Esempio n. 7
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    void Start()
    {
        myMoveType           = new ObstacleAvoidance();
        myMoveType.character = this;
        myMoveType.target    = myTarget;

        myRotateType           = new LookWhereGoing();
        myRotateType.character = this;
        myRotateType.target    = myTarget;
    }
Esempio n. 8
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File: Goblin.cs Progetto: Foxion7/AI
        public Goblin(string name, Vector2D pos, World w, MovingEntity Target) : base(name, pos, w)
        {
            // State.
            hunting    = new Hunting(this);
            retreating = new Retreating(this);
            guarding   = new Guarding(this);
            wandering  = new Wandering(this);
            regroup    = new Regroup(this);
            obey       = new Obeying(this);
            equip      = new Equip(this);
            setState(guarding); // Starting state.

            FollowingOrder = false;

            Key = _lastKey + 1;
            _lastKey++;
            debugText       = new List <string>();
            this.Target     = Target;
            Mass            = 50;
            MaxSpeed        = 5;
            MaxForce        = 25;
            DamagePerAttack = 10;
            AttackRange     = 10;
            AttackSpeed     = 15; // Lower is faster.

            GroupValue     = 10;
            NeighborsRange = 100;

            SeparationValue = 8;
            CohesionValue   = 1;
            AlignmentValue  = 16;

            FollowValue = 20;

            _SB     = new ArrivalBehaviour(me: this, target: Target, slowingRadius: SlowingRadius);
            _FleeB  = new FleeBehaviour(me: this, target: Target, panicDistance: PanicDistance);
            _FlockB = new FlockBehaviour(me: this, groupValue: GroupValue, cohesionValue: CohesionValue, alignmentValue: AlignmentValue, separationValue: SeparationValue);
            _LFB    = new LeaderFollowingBehaviour(me: this, leader: Leader, slowingRadius: SlowingRadius, leaderBehindDist: 30, groupValue: GroupValue, followValue: FollowValue, separationValue: SeparationValue);
            _OA     = new ObstacleAvoidance(this);
            _WA     = new WallAvoidance(this);
            _WB     = new WanderBehaviour(this, 100, 200);

            Velocity        = new Vector2D(0, 0);
            SlowingRadius   = 100;
            PanicDistance   = 200;  // Distance at which goblin starts fleeing.
            PassiveDistance = 1000; // Distance at which goblin goes to guard.
            BraveryDistance = 100;
            WanderRadius    = 10;
            WanderDistance  = 1;
            Scale           = 4;
            VColor          = Color.Black;

            AddDebugText("Current state: " + currentState, 0);
            AddDebugText("Previous state: " + previousState, 1);
        }
Esempio n. 9
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    // Start is called before the first frame update
    void Start()
    {
        //DATOS DE PERSONAJE
        kineticsAgent = agent.kineticsAgent;
        steeringAgent = agent.steeringAgent;


        //ARRIVE INITIALIZATION

        enemy = new GameObject();//creamos un enemigo ficticio que sera el mouse
        enemy.transform.position = Vector3.zero;
        kineticsEnemy            = new Kinetics(0f, Vector3.zero, enemy.transform);

        arrive        = new Arrive(kineticsAgent, kineticsEnemy, maxAccelerationArrive, agent.maxspeed, targetRadiusArrive, slowRadiusArrive, timeTotargetArrive);
        arrive.weigth = 1f;

        //AVOID INITIALIZATION

        obstacles = GameObject.FindGameObjectsWithTag("Obstacle");

        for (int i = 0; i < obstacles.Length; i++)
        {
            obs_trans.Add(obstacles[i].transform);
        }

        Transform[] obstacles_transforms = obs_trans.ToArray();

        obstacleAvoidance        = new ObstacleAvoidance(kineticsAgent, obstacles_transforms, avoidDistance, lookAheadAvoid, steeringAgent);
        obstacleAvoidance.weigth = 1f;

        //FACE INITIALIZATION

        face        = new Face(kineticsAgent, kineticsEnemy);
        face.weigth = 1f;



        //BLEND INITIALIZATION

        behaviorsArrive[0] = arrive;
        behaviorsArrive[1] = face;

        behaviorsAvoid[0] = obstacleAvoidance;


        blendArrive = new BlendedSteering(behaviorsArrive, maxAccelBlend, maxAngularBlend);
        blendAvoid  = new BlendedSteering(behaviorsAvoid, maxAccelBlend, maxAngularBlend);

        //PRIORITY INITIALIZATION

        groups[0] = blendAvoid;//OJO avoid tiene prioridad por eso va primero
        groups[1] = blendArrive;

        priority = new PrioritySteering(groups, steeringAgent);
    }
Esempio n. 10
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        public MovingEntity(World world)
        {
            this.Mass        = 30;
            this.MaxSpeed    = .01f;
            this.MinSpeed    = 1.0f;
            this.Velocity    = new Vector2();
            this.Orientation = new Vector2(1, 0);

            this.wallAvoidance     = new WallAvoidance(this, world, 15f, 1.5f);
            this.obstacleAvoidance = new ObstacleAvoidance(this, world);
        }
        protected virtual void Start()
        {
            InitOffset();

            HP = MaxHP;

            PlayerGroup = Owner.Group;

            steerBh     = Singleton.SteerBehavior;
            flockBh     = Singleton.FlockBehavior;
            avoidanceBh = Singleton.ObstacleAvoidance;
        }
    public virtual void Awake()
    {
        lineOfSight = GetComponent <LineOfSight>();


        obstacleAvoidance = new ObstacleAvoidance(transform, obstacleAvoidRadius, obstacleAvoidWeight, obstacle);
        rb         = GetComponent <Rigidbody>();
        stopUpdate = true;

        manager = FindObjectOfType <GameManager>();
        InitializeRouletteWheel();
    }
Esempio n. 13
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    private void Start()
    {
        sight             = gameObject.GetComponent <LineOfSight>();
        seek              = gameObject.GetComponent <Seek>();
        flee              = gameObject.GetComponent <Flee>();
        obstacleavoidance = gameObject.GetComponent <ObstacleAvoidance>();
        //combat = gameObject.GetComponent<EnemyCombat>();
        _enemy = gameObject.GetComponent <Enemy>();
        timer  = 0;

        CreateDecisionTree();
    }
Esempio n. 14
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        public static SteeringOutput GetSteering(KinematicState ownKS, SArrive arriveInfo, SObstacleAvoidance obstacleInfo, ref bool obstacleAvoided)
        {
            SteeringOutput obstacleAvoidSteering = ObstacleAvoidance.GetSteering(ownKS, obstacleInfo);

            if (obstacleAvoidSteering != NULL_STEERING)
            {
                obstacleAvoided = true;
                return(obstacleAvoidSteering);
            }

            obstacleAvoided = false;
            return(Arrive.GetSteering(ownKS, arriveInfo));
        }
    // Start is called before the first frame update
    protected virtual void Start()
    {
        arrive      = new Arrive();
        look        = new LookWhereGoing();
        seperate    = new Seperation();
        avoid       = new ObstacleAvoidance();
        flockGroups = new BlendedSteering[3];

        arrive.target = target;
        arrive.ai     = this;
        look.target   = target;
        look.ai       = this;
        seperate.ai   = this;
        avoid.ai      = this;

        AbstractKinematic[] kBirds;
        GameObject[]        birds = GameObject.FindGameObjectsWithTag("Bird");
        kBirds = new AbstractKinematic[birds.Length - 1];
        int j = 0;

        for (int i = 0; i < birds.Length - 1; i++)
        {
            if (birds[i] == this)
            {
                continue;
            }
            kBirds[j++] = birds[i].GetComponent <AbstractKinematic>();
        }
        seperate.targets = kBirds;

        InitializePriorityOne();
        InitializePriorityTwo();
        InitializePriorityThree();

        /*
         * flocking.behaviors = new BehaviorAndWeight[3];
         * BehaviorAndWeight behavior1 = new BehaviorAndWeight();
         * behavior1.behavior = arrive;
         * behavior1.weight = 100f;
         * flocking.behaviors[0] = behavior1;
         * BehaviorAndWeight behavior2 = new BehaviorAndWeight();
         * behavior2.behavior = look;
         * behavior2.weight = 1f;
         * flocking.behaviors[1] = behavior2;
         * BehaviorAndWeight behavior3 = new BehaviorAndWeight();
         * behavior3.behavior = seperate;
         * behavior3.weight = 20f;
         * flocking.behaviors[2] = behavior3;
         */
    }
Esempio n. 16
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 // Start is called before the first frame update
 protected override void Start()
 {
     if (obstacle)
     {
         avoidTypeObs           = new ObstacleAvoidance();
         avoidTypeObs.character = this;
         avoidTypeObs.target    = obstacleTarget;
     }
     else
     {
         avoidTypeCol           = new CollisionAvoidance();
         avoidTypeCol.character = this;
         avoidTypeCol.targets   = avoidingTargets;
     }
 }
Esempio n. 17
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    //Function to create leader
    void CreateLeaders(Vector3 newpos)
    {
        GameObject leader = GameObject.Instantiate <GameObject> (prefab);

        leader.transform.parent   = this.transform;
        leader.transform.position = this.transform.TransformPoint(newpos);
        leader.transform.rotation = this.transform.rotation;

        //add steering behaviours
        Arrive arive = leader.AddComponent <Arrive> ();

        arive.targetPosition = leader.transform.position + leader.transform.forward * 100;         //add target position to arrive there
        Seek seek = leader.AddComponent <Seek> ();

        seek.enabled = !seek.enabled;
        Path path = leader.AddComponent <Path> ();

        path.mothership = mothership;
        FollowPath fpath = leader.AddComponent <FollowPath> ();

        fpath.path    = path;
        fpath.enabled = !fpath.enabled;
        ObstacleAvoidance obavd = leader.AddComponent <ObstacleAvoidance> ();

        obavd.enabled = !obavd.enabled;

        //Add boid and seek to the  bombs(missiles)
        int count = leader.transform.Find("Bombs").gameObject.transform.childCount;

        for (int i = 0; i < count; i++)
        {
            Boid b = leader.transform.Find("Bombs").GetChild(i).gameObject.AddComponent <Boid> ();
            b.maxSpeed        = 25f;
            b.explosionPrefab = expPrefab;
            Seek sb = leader.transform.Find("Bombs").GetChild(i).gameObject.AddComponent <Seek> ();
            sb.target  = RandomTarget();
            sb.enabled = !sb.enabled;
        }

        //Create followers
        for (int i = 1; i <= followers; i++)
        {
            Vector3 offset = new Vector3(gap * i, 0, -gap * i);
            CreateFollower(offset, leader.GetComponent <Boid> ());
            offset = new Vector3(-gap * i, 0, -gap * i);
            CreateFollower(offset, leader.GetComponent <Boid> ());
        }
    }
Esempio n. 18
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    // Start is called before the first frame update
    void Start()
    {
        //myMoveType = new Seek();
        myMoveType           = new ObstacleAvoidance();
        myMoveType.character = this;
        myMoveType.target    = myTarget;
        myMoveType.flee      = flee;

        mySeekRotateType           = new Face();
        mySeekRotateType.character = this;
        mySeekRotateType.target    = myTarget;

        myFleeRotateType           = new LookWhereGoing();
        myFleeRotateType.character = this;
        myFleeRotateType.target    = myTarget;
    }
    void Start()
    {
        obstacles = GameObject.FindGameObjectsWithTag("Obstacle");
        //Inicializamos las estructuras necesarias de otros componentes
        for (int i = 0; i < obstacles.Length; i++)
        {
            obs_trans.Add(obstacles[i].transform);
        }

        kineticsAgent = agent.kineticsAgent;
        steeringAgent = agent.steeringAgent;

        Transform[] obstacles_transforms = obs_trans.ToArray();
        //Inicializamos movimientos
        obstacleAvoidance = new ObstacleAvoidance(kineticsAgent, obstacles_transforms, avoidDistance, lookAhead, steeringAgent);
    }
Esempio n. 20
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    public override void SetWayPoints(List <Node> newPoints, Vector3 finalPos)
    {
        if (newPoints.Count == 0)
        {
            return;
        }

        _waypoints = newPoints;
        _finalPos  = finalPos;
        _nextPoint = 0;
        var pos = _waypoints[_nextPoint].transform.position;

        pos.y = transform.position.y;

        _sb = new ObstacleAvoidance(transform, _waypoints[_nextPoint].transform, obstacleDistance, avoidWeight, avoidLayer);

        _lastConnection = false;
    }
Esempio n. 21
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 /// <summary>
 /// Creates a new instance
 /// </summary>
 public Behaviors()
 {
     Alignment         = new Alignment();
     Arrive            = new Arrive();
     Cohesion          = new Cohesion();
     Evade             = new Evade();
     Flee              = new Flee();
     Hide              = new Hide();
     Interpose         = new Interpose();
     ObstacleAvoidance = new ObstacleAvoidance();
     OffsetPursuit     = new OffsetPursuit();
     PathFollowing     = new PathFollowing();
     Pursuit           = new Pursuit();
     Seek              = new Seek();
     Separation        = new Separation();
     WallAvoidance     = new WallAvoidance();
     Wander            = new Wander();
 }
Esempio n. 22
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    //Function to create followers
    void CreateFollower(Vector3 offset, Boid leader)
    {
        GameObject follower = GameObject.Instantiate <GameObject> (prefab);

        follower.transform.position = leader.transform.TransformPoint(offset);
        follower.transform.parent   = this.transform;
        follower.transform.rotation = this.transform.rotation;

        //add steering behaviours
        Wander w    = follower.AddComponent <Wander>();
        Seek   seek = follower.AddComponent <Seek> ();

        seek.enabled = !seek.enabled;
        ObstacleAvoidance obavd = follower.AddComponent <ObstacleAvoidance> ();
        Boid b = follower.GetComponent <Boid> ();

        b.maxSpeed = 2;
    }
Esempio n. 23
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 /// <summary>
 /// Creates a new instance
 /// </summary>
 public Behaviors()
 {
     Alignment = new Alignment();
     Arrive = new Arrive();
     Cohesion = new Cohesion();
     Evade = new Evade();
     Flee = new Flee();
     Hide = new Hide();
     Interpose = new Interpose();
     ObstacleAvoidance = new ObstacleAvoidance();
     OffsetPursuit = new OffsetPursuit();
     PathFollowing = new PathFollowing();
     Pursuit = new Pursuit();
     Seek = new Seek();
     Separation = new Separation();
     WallAvoidance = new WallAvoidance();
     Wander = new Wander();
 }
Esempio n. 24
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    //Could create the list here and use at the AI script aswell

    private void Awake()
    {
        //find mothership reference gameobject
        mothership = GameObject.Find("Mothership");
        mshipsize  = mothership.GetComponent <Collider> ().bounds.size;       //get size of mothership.. use for making random missile target
        //create av8 leaders
        for (int i = 1; i <= leaders; i++)
        {
            Vector3 rndPos = new Vector3(Random.Range((-leaders * gapL), (leaders * gapL)), Random.Range((-leaders * gapL), (leaders * gapL)), 0);
            CreateLeaders(rndPos);
        }

        //Create K.Russel plane.. use for last scene
        GameObject leader = GameObject.Instantiate <GameObject> (krprefab);

        leader.transform.position = this.transform.TransformPoint(new Vector3(0, -50, 0));
        leader.transform.rotation = this.transform.rotation;
        //add steering behaviours
        //Follows a static path gameobject
        FollowPath fpath = leader.AddComponent <FollowPath> ();

        fpath.path    = GameObject.Find("KRpath").GetComponent <Path>();
        fpath.enabled = fpath.enabled;
        ObstacleAvoidance obavd = leader.AddComponent <ObstacleAvoidance> ();

        leader.GetComponent <Boid> ().maxSpeed = 30;

//		float thetaInc = (Mathf.PI * 2) / leaders;
//		for (int i = 1; i <= leaders; i++) {
//
//			float theta = thetaInc * i;
//			Vector3 newpos = new Vector3 (Mathf.Sin (theta) * gapL, 0, Mathf.Cos (theta) * gapL);
//			Debug.Log (newpos);
//			CreateLeaders (newpos);
//		}

//		for (int i = 1; i <=leaders; i++)
//		{
//			Vector3 offset = new Vector3(- gapL, 0, 0);
//			gapL += gapL;
//			CreateLeaders(offset);
//		}
    }
Esempio n. 25
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        public Hobgoblin(string name, Vector2D pos, World w, MovingEntity Target) : base(name, pos, w)
        {
            // State.
            hunting    = new Hunting(this);
            retreating = new Retreating(this);
            guarding   = new Guarding(this);
            wandering  = new Wandering(this);
            command    = new Command(this);
            equip      = new Equip(this);
            setState(guarding); // Starting state.
            Key = _lastKey + 1;
            _lastKey++;
            debugText = new List <string>();

            Mass     = 100;
            MaxSpeed = 5;
            MaxForce = 40;

            DamagePerAttack = 25;
            AttackRange     = 20;
            AttackSpeed     = 30;  // Lower is faster.
            CurrentCommand  = 3;   // Default command.
            CommandRadius   = 125; // Size of area where goblins will respond to commanding.

            SlowingRadius   = 100;
            PanicDistance   = 200; // Distance at which hobgoblin starts fleeing.
            PassiveDistance = 250; // Distance at which hobgoblin goes to guard.

            _SB    = new ArrivalBehaviour(me: this, target: Target, slowingRadius: SlowingRadius);
            _FleeB = new FleeBehaviour(me: this, target: Target, panicDistance: PanicDistance);
            _OA    = new ObstacleAvoidance(this);
            _WA    = new WallAvoidance(this);
            _WB    = new WanderBehaviour(this, 100, 200);

            Velocity      = new Vector2D(0, 0);
            SlowingRadius = 100;
            Scale         = 10;
            VColor        = Color.Black;

            AddDebugText("Current state: " + currentState, 0);
            AddDebugText("Previous state: " + previousState, 1);
        }
Esempio n. 26
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    //Method to create Follwers
    void CreateFollower(Vector3 offset, Boid leader)
    {
        GameObject follower = GameObject.Instantiate <GameObject> (prefab);

        follower.transform.position = leader.transform.TransformPoint(offset);
        follower.transform.parent   = this.transform;
        follower.transform.rotation = this.transform.rotation;
        follower.name = "follower";
        //add steering behaviours
        OffsetPursue op = follower.AddComponent <OffsetPursue> ();

        op.leader = leader;
        Seek seek = follower.AddComponent <Seek> ();

        seek.enabled = !seek.enabled;
        Path path = follower.AddComponent <Path> ();

        path.mothership = mothership;
        FollowPath fpath = follower.AddComponent <FollowPath> ();

        fpath.path    = path;
        fpath.enabled = !fpath.enabled;
        ObstacleAvoidance obavd = follower.AddComponent <ObstacleAvoidance> ();

        obavd.enabled = !obavd.enabled;

        //Add boid and seek to the  bombs(missiles)
        int count = follower.transform.Find("Bombs").gameObject.transform.childCount;

        for (int i = 0; i < count; i++)
        {
            Boid b = follower.transform.Find("Bombs").GetChild(i).gameObject.AddComponent <Boid> ();
            b.maxSpeed        = 25f;
            b.explosionPrefab = expPrefab;
            Seek sb = follower.transform.Find("Bombs").GetChild(i).gameObject.AddComponent <Seek> ();
            sb.target  = RandomTarget();
            sb.enabled = !sb.enabled;
        }
    }
Esempio n. 27
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    public override void Run()
    {
        var point    = _waypoints[_nextPoint];
        var posPoint = point.transform.position;

        posPoint.y = transform.position.y;

        Vector3 dir;

        if (!_lastConnection)
        {
            dir = posPoint - transform.position;
        }
        else
        {
            dir = _finalPos - transform.position;
        }

        if (dir.magnitude < nextWaypointDistance)
        {
            if (!_lastConnection)
            {
                if (_nextPoint + 1 < _waypoints.Count)
                {
                    _nextPoint++;
                    _sb = new ObstacleAvoidance(transform, _waypoints[_nextPoint].transform, obstacleDistance, avoidWeight, avoidLayer);
                }

                else if (_nextPoint + 1 >= _waypoints.Count)
                {
                    _lastConnection = true;
                    _sb             = new ObstacleAvoidance(transform, _finalPos, obstacleDistance, avoidWeight, avoidLayer);
                }
            }
        }
        _model.Move(dir.normalized + _sb.GetDir());
    }
Esempio n. 28
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    Steering getDefaultSteering2(Entry e)
    {
        e.bird.maxSpeed = 30f;

        (e.bird as Starling).transform.Find("Sphere").gameObject.SetActive(false);

        var separation = new Separation(e.bird, flock, 5f, -0.5f);
        var cohesion = new Cohesion(e.bird, flock, 30f, -0.5f);
        var velMatch = new VelocityMatch(e.bird, flock, 20f, -0.5f);

        var seek = new Cohesion(e.bird, anchorFlock, float.MaxValue, -1f); // move towards the anchor
        var flee = new Separation(e.bird, anchorFlock, 10f, -1f); // move towards the anchor

        separation.aknnApproxVal = 1.0;
        cohesion.aknnApproxVal = 1.0;
        velMatch.aknnApproxVal = 25.0;

        separation.maxNeighborhoodSize = 5;
        cohesion.maxNeighborhoodSize = 10;
        velMatch.maxNeighborhoodSize = 5;

        var obstacleAvoidance = new ObstacleAvoidance(e.bird, 20f, new string[]{"Ground"});

        var blended = new BlendedSteering[2];

        blended[0] = new BlendedSteering(e.bird, new BehaviorAndWeight(obstacleAvoidance, 1f));
        blended[1] = new BlendedSteering(e.bird, new BehaviorAndWeight(separation, 2f), // 0
                                         new BehaviorAndWeight(cohesion, 1f), // 1
                                         new BehaviorAndWeight(velMatch, 0.5f), // 2
                                         new BehaviorAndWeight(seek, 1.25f), // 3
                                         new BehaviorAndWeight(flee, 2f)
                                         );

        return new PrioritySteering(1f, blended);
    }
Esempio n. 29
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 void Start()
 {
     myMoveType           = new ObstacleAvoidance();
     myMoveType.character = this;
     myMoveType.target    = myTarget;
 }
Esempio n. 30
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    Steering getDefaultSteering(Entry e)
    {
        e.bird.maxSpeed = 7.5f;

        (e.bird as Starling).transform.Find("Sphere").gameObject.SetActive(true);

        var obstacleAvoidance = new ObstacleAvoidance(e.bird, 20f, new string[]{"Ground"});
        var separation = new Separation(e.bird, flock, 5f, 0f);
        var cohesion = new Cohesion(e.bird, flock, 75f, 0f); cohesion.aknnApproxVal = 25f; cohesion.maxNeighborhoodSize = 15;
        var velMatch = new VelocityMatch(e.bird, flock, 20f, 0.0f); velMatch.aknnApproxVal = 50f;

        var bbox = new Bounds(new Vector3(1162, 113, 770), new Vector3(500, 150, 500));
        var wander = new SteeringBehaviors.Wander(e.bird, e.bird.maxSpeed, 30f, 50f, bbox);
        wander.theta = UnityEngine.Random.Range(0f, 360f);

        var blended = new BlendedSteering[3];

        blended[0] = new BlendedSteering(e.bird, new BehaviorAndWeight(obstacleAvoidance, 1f));
        blended[1] = new BlendedSteering(e.bird,
                                         new BehaviorAndWeight(separation, 1f));
        blended[2] = new BlendedSteering(e.bird, new BehaviorAndWeight(wander, 0.85f), // 0
                                                 new BehaviorAndWeight(cohesion, 0.90f),
                                                 new BehaviorAndWeight(velMatch, 0.50f));

        return new PrioritySteering(1f, blended);
    }
Esempio n. 31
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    Steering getDefaultSteering(Entry e, Flock flock)
    {
        var separation = new Separation(e.bird, flock, _separationDistance, -0.5f);
        var cohesion = new Cohesion(e.bird, flock, _cohesionDistance, -0.5f);
        var velMatch = new VelocityMatch(e.bird, flock, _velocityMatchDistance, -0.5f);

        var anchorCohesion = new Cohesion(e.bird, anchorFlock, float.MaxValue, -1f); // move towards the anchor
        var anchorSeparation = new Separation(e.bird, anchorFlock, 25f, -1f);
        var anchorVelocityMatch = new VelocityMatch(e.bird, anchorFlock, float.MaxValue, -1f);

        separation.aknnApproxVal = _separationAknnVal;
        cohesion.aknnApproxVal = _cohesionAknnVal;
        velMatch.aknnApproxVal = _velocityMatchAknnVal;

        separation.maxNeighborhoodSize = separationK;
        cohesion.maxNeighborhoodSize = cohesionK;
        velMatch.maxNeighborhoodSize = velocityMatchK;

        var obstacleAvoidance = new ObstacleAvoidance(e.bird, 20f, new string[]{"Ground"});

        var blended = new BlendedSteering[2];

        blended[0] = new BlendedSteering(e.bird, new BehaviorAndWeight(obstacleAvoidance, 1f));
        blended[1] = new BlendedSteering(e.bird, new BehaviorAndWeight(separation, _separationWeight), // 0
                                                 new BehaviorAndWeight(cohesion, _cohesionWeight), // 1
                                                 new BehaviorAndWeight(velMatch, _velocityMatchWeight), // 2
                                                 new BehaviorAndWeight(anchorCohesion, _cohesionToAnchorWeight), // 3
                                                 new BehaviorAndWeight(anchorSeparation, _separationFromAnchorWeight), // 4
                                                 new BehaviorAndWeight(anchorVelocityMatch, _velMatchToAnchorWeight) // 5
                                         );

        return new PrioritySteering(1f, blended);
    }
Esempio n. 32
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    Steering getDefaultSteering(Entry e, FormationManager generalManager, Flock flock)
    {
        var pattSteering = new PatternSteering(e.bird, generalManager);
        var separation = new Separation(e.bird, flock, 5.0f, -1f);
        separation.aknnApproxVal = 1.0;
        var obstacleAvoidance = new ObstacleAvoidance(e.bird, 20f, new string[]{"Ground"});

        var blended = new BlendedSteering[3];

        blended[0] = new BlendedSteering(e.bird, new BehaviorAndWeight(obstacleAvoidance, 1f));
        blended[1] = new BlendedSteering(e.bird, new BehaviorAndWeight(separation, 1f));
        blended[2] = new BlendedSteering(e.bird, new BehaviorAndWeight(pattSteering, 1f));

        return new PrioritySteering(1f, blended);
    }
Esempio n. 33
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 void Awake()
 {
     _groundDetection   = GetComponent <GroundDetection>();
     _obstacleAvoidance = GetComponent <ObstacleAvoidance>();
 }
    // Update is called once per frame
    void Update()
    {
        //Debug.Log(target);
        // Check distance to see if steering behavior should be applied to AI
        // float targetDist = (transform.position - target.transform.position).magnitude;
        // if (!DistanceActivation || targetDist >= activationRange) { }
        transform.position += linearVelocity * Time.deltaTime;
        // adding angular velocity to current transform rotation y component
        if (float.IsNaN(angularVelocity))
        {
            angularVelocity = 0;
        }
        transform.eulerAngles += new Vector3(0, angularVelocity * Time.deltaTime, 0);
        // control to switch to proper steering behavior
        if (avoidObstacles)
        {
            ObstacleAvoidance avoid = new ObstacleAvoidance();
            avoid.ai = this;
            SteeringOutput avoidForce = avoid.GetSteering();
            if (avoidForce != null)
            {
                linearVelocity += avoidForce.linear;
            }
        }
        if (seperationObstacles.Length > 0)
        {
            Seperation seperation = new Seperation();
            seperation.targets = seperationObstacles;
            seperation.ai      = this;
            SteeringOutput seperateForce = seperation.GetSteering();
            // check to see if steering is greater than zero and lock out control from other steering
            if (seperateForce.linear.magnitude > 0)
            {
                seperating = true;
            }
            else
            {
                seperating = false;
            }
            linearVelocity += seperateForce.linear * Time.deltaTime;
        }
        if (collisionAvoidance.Length > 0)
        {
            CollisionAvoidance avoidKinematic = new CollisionAvoidance();
            avoidKinematic.ai      = this;
            avoidKinematic.targets = collisionAvoidance;
            SteeringOutput avoidKinematicForce = avoidKinematic.GetSteering();
            if (avoidKinematicForce != null)
            {
                linearVelocity += avoidKinematicForce.linear;
            }
        }

        switch (movementType)
        {
        case "seek":
            Seek mySeek = new Seek();
            mySeek.ai = this;
            // if seek is false set seek property on class to false to activate flee
            mySeek.seek   = true;
            mySeek.target = target;
            SteeringOutput steeringSeek = mySeek.GetSteering();
            if (!seperating)
            {
                linearVelocity += steeringSeek.linear * Time.deltaTime;
            }
            if (linearVelocity.magnitude > maxSpeed)
            {
                linearVelocity.Normalize();
                linearVelocity *= maxSpeed;
            }
            break;

        case "flee":
            Seek myFlee = new Seek();
            myFlee.ai = this;
            // if seek is false set seek property on class to false to activate flee
            myFlee.seek   = false;
            myFlee.target = target;
            SteeringOutput steeringFlee = myFlee.GetSteering();
            if (!seperating)
            {
                linearVelocity += steeringFlee.linear * Time.deltaTime;
            }
            if (linearVelocity.magnitude > maxSpeed)
            {
                linearVelocity.Normalize();
                linearVelocity *= maxSpeed;
            }
            break;

        case "arrive":
            Arrive myArrive = new Arrive();
            myArrive.ai     = this;
            myArrive.target = target;
            SteeringOutput steeringArrive = myArrive.GetSteering();
            if (!seperating)
            {
                linearVelocity += steeringArrive.linear * Time.deltaTime;
            }
            break;

        case "pursue":
            Pursue myPursue = new Pursue();
            myPursue.ai     = this;
            myPursue.target = target;
            SteeringOutput steeringPursue = myPursue.GetSteering();
            if (!seperating)
            {
                linearVelocity += steeringPursue.linear * Time.deltaTime;
            }
            if (linearVelocity.magnitude > maxSpeed)
            {
                linearVelocity.Normalize();
                linearVelocity *= maxSpeed;
            }
            break;

        case "evade":
            Pursue myEvade = new Pursue();
            myEvade.ai     = this;
            myEvade.target = target;
            // This changes the seek flag in the parent Seek class of Pursue, sending it the flee vector instead
            myEvade.seek = false;
            SteeringOutput steeringEvade = myEvade.GetSteering();
            if (!seperating)
            {
                linearVelocity += steeringEvade.linear * Time.deltaTime;
            }
            if (linearVelocity.magnitude > maxSpeed)
            {
                linearVelocity.Normalize();
                linearVelocity *= maxSpeed;
            }
            break;

        default:
            // provide no input
            break;
            // If obstacles have been provided, return steering to seperate from them
        }

        switch (rotationType)
        {
        case "face":
            Face myFace = new Face();
            myFace.ai     = this;
            myFace.target = target;
            SteeringOutput steeringFace = myFace.GetSteering();
            if (steeringFace != null)
            {
                //    linearVelocity += steering.linear * Time.deltaTime;
                angularVelocity += steeringFace.angular * Time.deltaTime;
            }

            break;

        case "align":
            Align myAlign = new Align();
            myAlign.ai     = this;
            myAlign.target = target;
            SteeringOutput steeringAlign = myAlign.GetSteering();
            if (steeringAlign != null)
            {
                //linearVelocity += steering.linear * Time.deltaTime;
                angularVelocity += steeringAlign.angular * Time.deltaTime;
            }
            break;

        case "look":
            LookWhereGoing myLook = new LookWhereGoing();
            myLook.ai     = this;
            myLook.target = target;
            SteeringOutput steeringLook = myLook.GetSteering();
            if (steeringLook != null)
            {
                //linearVelocity += steering.linear * Time.deltaTime;
                angularVelocity += steeringLook.angular * Time.deltaTime;
            }
            break;

        default:
            //provide no input
            break;
        }
    }
Esempio n. 35
0
    void MainSteeringBehaviors()
    {
        ResetOrientation();

        switch (choiceOfBehavior)
        {
        case SteeringBehaviors.Seek:
            Seek seek = new Seek();
            seek.character = this;
            seek.target    = newTarget;
            SteeringOutput seeking = seek.getSteering();
            if (seeking != null)
            {
                linear  += seeking.linear * Time.deltaTime;
                angular += seeking.angular * Time.deltaTime;
            }
            break;

        case SteeringBehaviors.Flee:
            Flee flee = new Flee();
            flee.character = this;
            flee.target    = newTarget;
            SteeringOutput fleeing = flee.getSteering();
            if (fleeing != null)
            {
                linear  += fleeing.linear * Time.deltaTime;
                angular += fleeing.angular * Time.deltaTime;
            }
            break;

        case SteeringBehaviors.Align:
            Align align = new Align();
            align.character = this;
            align.target    = newTarget;
            SteeringOutput aligning = align.getSteering();
            if (aligning != null)
            {
                linear  += aligning.linear * Time.deltaTime;
                angular += aligning.angular * Time.deltaTime;
            }
            break;

        case SteeringBehaviors.Face:
            Face face = new Face();
            face.character = this;
            face.target    = newTarget;
            SteeringOutput facing = face.getSteering();
            if (facing != null)
            {
                linear  += facing.linear * Time.deltaTime;
                angular += facing.angular * Time.deltaTime;
            }
            break;

        case SteeringBehaviors.LookWhereGoing:
            LookWhereGoing look = new LookWhereGoing();
            look.character = this;
            look.target    = newTarget;
            SteeringOutput looking = look.getSteering();
            if (looking != null)
            {
                linear  += looking.linear * Time.deltaTime;
                angular += looking.angular * Time.deltaTime;
            }
            break;

        case SteeringBehaviors.Arrive:
            Arrive arrive = new Arrive();
            arrive.character = this;
            arrive.target    = newTarget;
            SteeringOutput arriving = arrive.getSteering();
            if (arriving != null)
            {
                linear  += arriving.linear * Time.deltaTime;
                angular += arriving.angular * Time.deltaTime;
            }
            break;

        case SteeringBehaviors.PathFollow:

            follow.character = this;
            lookwg.character = this;

            follow.path   = myPath;
            lookwg.target = newTarget;

            SteeringOutput following = follow.getSteering();
            SteeringOutput lookingwg = lookwg.getSteering();

            if (following != null)
            {
                linear += following.linear * Time.deltaTime;
                // angular += lookingwg.angular* Time.deltaTime;
            }
            break;

        case SteeringBehaviors.Pursue:
            Pursue         pursue = new Pursue();
            LookWhereGoing PursuelookWhereGoing = new LookWhereGoing();
            pursue.character = this;
            PursuelookWhereGoing.character = this;
            pursue.target = newTarget;
            PursuelookWhereGoing.target = newTarget;
            SteeringOutput pursuing = pursue.getSteering();
            SteeringOutput pursuelookingWhereGoing = PursuelookWhereGoing.getSteering();

            if (pursuing != null)
            {
                if (pursuing.linear.magnitude <= maxSpeed)
                {
                    linear += pursuing.linear * Time.deltaTime;
                }
                angular += pursuing.angular * Time.deltaTime;
            }
            break;

        case SteeringBehaviors.Separate:
            Separation     separate       = new Separation();
            LookWhereGoing lookWhereGoing = new LookWhereGoing();
            separate.character       = this;
            lookWhereGoing.character = this;
            separate.targets         = targets;
            lookWhereGoing.target    = newTarget;
            SteeringOutput lookingWhereGoing = lookWhereGoing.getSteering();
            SteeringOutput separating        = separate.getSteering();
            if (separating != null)
            {
                linear  += separating.linear * Time.deltaTime;
                angular += separating.angular * Time.deltaTime;
            }
            break;

        case SteeringBehaviors.CollisionAvoidance:
            CollisionAvoidance avoid = new CollisionAvoidance();
            LookWhereGoing     AvoidlookWhereGoing = new LookWhereGoing();
            avoid.character = this;
            AvoidlookWhereGoing.character = this;
            avoid.targets = targets;
            AvoidlookWhereGoing.target = newTarget;
            SteeringOutput AvoidlookingWhereGoing = AvoidlookWhereGoing.getSteering();
            SteeringOutput avoiding = avoid.getSteering();
            if (avoiding != null)
            {
                linear  += avoiding.linear * Time.deltaTime;
                angular += avoiding.angular * Time.deltaTime;
            }
            break;

        case SteeringBehaviors.ObstacleAvoidance:
            ObstacleAvoidance obAvoid = new ObstacleAvoidance();
            LookWhereGoing    obAvoidlookWhereGoing = new LookWhereGoing();
            obAvoid.character = this;
            obAvoidlookWhereGoing.character = this;
            obAvoid.target = newTarget;
            obAvoidlookWhereGoing.target = newTarget;
            SteeringOutput obAvoiding = obAvoid.getSteering();
            SteeringOutput obAvoidlookingWhereGoing = obAvoidlookWhereGoing.getSteering();
            if (obAvoiding != null)
            {
                if (obAvoiding.linear.magnitude <= maxSpeed)
                {
                    linear += obAvoiding.linear * Time.deltaTime;
                }
                angular += obAvoiding.angular * Time.deltaTime;
            }
            break;

        case SteeringBehaviors.Flocking:
            Separation      sepFlock    = new Separation();
            Arrive          arriveFlock = new Arrive();
            LookWhereGoing  lwgFlock    = new LookWhereGoing();
            BlendedSteering mySteering  = new BlendedSteering();
            Kinematic[]     kBirds;
            sepFlock.character = this;
            GameObject[] goBirds = GameObject.FindGameObjectsWithTag("Pengu");
            kBirds = new Kinematic[goBirds.Length - 1];
            int j = 0;
            for (int i = 0; i < goBirds.Length - 1; i++)
            {
                if (goBirds[i] == this)
                {
                    continue;
                }
                goBirds[i].GetComponent <Animator>().SetInteger("Walk", 1);
                kBirds[j++] = goBirds[i].GetComponent <Kinematic>();
            }
            sepFlock.targets = kBirds;

            arriveFlock.character = this;
            //Debug.Log(arriveFlock.character);
            arriveFlock.target = newTarget;
            //Debug.Log(arriveFlock.target);
            lwgFlock.character               = this;
            lwgFlock.target                  = newTarget;
            mySteering.behaviors             = new BehaviorAndWeight[3];
            mySteering.behaviors[0]          = new BehaviorAndWeight();
            mySteering.behaviors[0].behavior = sepFlock;
            mySteering.behaviors[0].weight   = 1f;
            mySteering.behaviors[1]          = new BehaviorAndWeight();
            mySteering.behaviors[1].behavior = arriveFlock;
            mySteering.behaviors[1].weight   = 1f;
            mySteering.behaviors[2]          = new BehaviorAndWeight();
            mySteering.behaviors[2].behavior = lwgFlock;
            mySteering.behaviors[2].weight   = 1f;

            ObstacleAvoidance myAvoid = new ObstacleAvoidance();
            myAvoid.character = this;
            myAvoid.target    = newTarget;
            myAvoid.flee      = true;

            BlendedSteering myHighPrioritySteering = new BlendedSteering();
            myHighPrioritySteering.behaviors             = new BehaviorAndWeight[1];
            myHighPrioritySteering.behaviors[0]          = new BehaviorAndWeight();
            myHighPrioritySteering.behaviors[0].behavior = myAvoid;
            myHighPrioritySteering.behaviors[0].weight   = 0.1f;
            myAdvancedSteering.groups    = new BlendedSteering[2];
            myAdvancedSteering.groups[0] = new BlendedSteering();
            myAdvancedSteering.groups[0] = myHighPrioritySteering;
            myAdvancedSteering.groups[1] = new BlendedSteering();
            myAdvancedSteering.groups[1] = mySteering;

            //steeringUpdate = mySteering.getSteering();
            avoidObstacles = true;
            if (!avoidObstacles)
            {
                steeringUpdate = mySteering.getSteering();
                if (steeringUpdate != null)
                {
                    linear  += steeringUpdate.linear * Time.deltaTime;
                    angular += steeringUpdate.angular * Time.deltaTime;
                }
            }
            else
            {
                steeringUpdate = myAdvancedSteering.getSteering();
                if (steeringUpdate != null)
                {
                    linear  += steeringUpdate.linear * Time.deltaTime;
                    angular += steeringUpdate.angular * Time.deltaTime;
                }
            }
            break;

        case SteeringBehaviors.PathFinder:
            SteeringOutput lwyger = myRotateType.getSteering();
            linear  += myMoveType.getSteering().linear *Time.deltaTime;
            angular += myMoveType.getSteering().angular *Time.deltaTime;
            break;
        }
    }