Esempio n. 1
0
    /// <summary>
    /// Adds a new agent to the scene
    /// </summary>
    public NavAgent Spawn(Vector3 position)
    {
        int      index = Random.Range(0, agentsToSpawn.Count);
        NavAgent agent = Poolable.TryGetPoolable <NavAgent>(
            agentsToSpawn[index].gameObject);

        agent.transform.localScale = Vector3.one * world.scale;
        agent.transform.rotation   = world.transform.rotation;
        agent.transform.position   = position;
        agent.gameObject.SetActive(true);

        NavAgentArchetype archetype            = agent.configuration.archetype;
        int archetypeIndex                     = agentManager.archetypes.IndexOf(archetype);
        NativeArray <AgentBehaviors> behaviors = agentManager.agentBehaviors[archetypeIndex];

        // set the agent's navigation behaviors
        AgentBehaviors flags = AgentBehaviors.Active
                               | AgentBehaviors.Queueing
                               | AgentBehaviors.Avoiding
                               | AgentBehaviors.Seeking;

        NativeSlice <AgentBehaviors> slice      = behaviors.Slice(agent.index, 1);
        SetAgentBehaviors            activation = new SetAgentBehaviors()
        {
            flags = flags, behaviors = slice
        };

        activation.Schedule(1, 1).Complete();

        return(agent);
    }
Esempio n. 2
0
    /// <summary>
    /// Adds multiple agents randomly in the scene
    /// </summary>
    public void SpawnAgents(int count)
    {
        Vector3    position = Vector3.zero;
        Vector3Int grid     = Vector3Int.zero;
        Vector2    center   = new Vector2(
            world.size.x / 2,
            world.size.z / 2
            );

        for (int i = 0; i < count; i++)
        {
            // choose a random (x,z) position inside a circle
            Vector2 randomXZ = Random.insideUnitCircle;
            randomXZ *= world.size.x / 2;
            randomXZ += center;

            // update the agents grid position and
            // convert the grid position to world space
            grid.x   = (int)randomXZ.x; grid.z = (int)randomXZ.y;
            grid.y   = heightMap.Read(grid.x, grid.z) + 1;
            position = world.GridToScene(grid);

            // spawn the new enemy agent
            int      index = Random.Range(0, agentsToSpawn.Count);
            NavAgent agent = Poolable.TryGetPoolable <NavAgent>(
                agentsToSpawn[index].gameObject);

            agent.transform.localScale = Vector3.one * world.scale;
            agent.transform.rotation   = world.transform.rotation;
            agent.transform.position   = position;
            agent.gameObject.SetActive(true);

            // enable the agents navigation behaviors to SEEK, QUEUE, and AVOID

            NavAgentArchetype archetype            = agent.configuration.archetype;
            int archetypeIndex                     = agentManager.archetypes.IndexOf(archetype);
            NativeArray <AgentBehaviors> behaviors = agentManager.agentBehaviors[archetypeIndex];

            AgentBehaviors flags = AgentBehaviors.Active
                                   | AgentBehaviors.Queueing
                                   | AgentBehaviors.Avoiding
                                   | AgentBehaviors.Seeking;

            NativeSlice <AgentBehaviors> slice      = behaviors.Slice(agent.index, 1);
            SetAgentBehaviors            activation = new SetAgentBehaviors()
            {
                flags = flags, behaviors = slice
            };
            activation.Schedule(1, 1).Complete();
        }
    }
Esempio n. 3
0
    /// <summary>
    /// Removes an agent from the scene
    /// </summary>
    public void Remove(Enemy enemy)
    {
        NavAgent agent = enemy.GetComponent <NavAgent>();

        Poolable.TryPool(agent.gameObject);

        // set the agent's navigation behaviors to NONE

        NavAgentArchetype archetype            = agent.configuration.archetype;
        int archetypeIndex                     = agentManager.archetypes.IndexOf(archetype);
        NativeArray <AgentBehaviors> behaviors = agentManager.agentBehaviors[archetypeIndex];
        AgentBehaviors flags                   = AgentBehaviors.None;

        NativeSlice <AgentBehaviors> slice      = behaviors.Slice(agent.index, 1);
        SetAgentBehaviors            activation = new SetAgentBehaviors()
        {
            flags = flags, behaviors = slice
        };

        activation.Schedule(1, 1).Complete();
    }