//constructs the tween and starts movement
        private IEnumerator Move()
        {
            //enable agent updates
            agent.Resume();
            agent.updateRotation = updateRotation;

            //if move to path is enabled,
            //set an additional destination to the first waypoint
            if (moveToPath)
            {
                agent.SetDestination(waypoints[currentPoint].position);
                yield return(StartCoroutine(WaitForDestination()));

                moveToPath = false;
            }
            else
            {
                //set the transform's position to the first waypoint
                agent.Warp(waypoints[currentPoint].position);
            }

            //we're now at the first waypoint position, so directly call the next waypoint.
            //on looptype random we have to initialize a random order of waypoints first.
            if (loopType == LoopType.random)
            {
                StartCoroutine(ReachedEnd());
            }
            else
            {
                StartCoroutine(NextWaypoint());
            }
        }
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        public void ImmediateMove(Vector3 pos, Quaternion dir)
        {
            if (m_agent)
            {
                m_agent.enabled = false;
            }

            InternalImmediateStop();
            transform.position = pos;
            transform.rotation = dir;
            Debug.Log(transform.position);
            m_mouseLook.Init(transform, Camera.transform);

            if (m_agent)
            {
                m_agent.enabled = true;
                if (m_agent.isActiveAndEnabled)
                {
                    m_agent.updatePosition = false;
                    m_agent.Warp(pos);
                    m_agent.updatePosition = true;
                }
            }

            MovePlayer(Vector3.zero);
        }
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        void FinishAction()
        {
            if (currentNavAgent != null)
            {
                switch (currentNavAction)
                {
                case NavAgentActions.SetDestination:
                    if (!preCalcPaths)
                    {
                        currentNavAgent.SetDestination(currentNavDest);
                    }
                    currentNavAgent.speed = currentNavSpeed;
                    //Debug.Log("Set Nav dest");
                    break;

                case NavAgentActions.Stop:
                    currentNavAgent.Stop();
                    break;

                case NavAgentActions.Warp:
                    currentNavAgent.Warp(currentNavDest);
                    break;
                }
            }
            else
            {
                Debug.LogWarning("No current Nav Agent was found");
            }
        }
Esempio n. 4
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        //object reached the end of its path
        private IEnumerator ReachedEnd()
        {
            //each looptype has specific properties
            switch (loopType)
            {
            //LoopType.none means there will be no repeat,
            //so we just execute the final event
            case LoopType.none:
                OnWaypointChange(waypoints.Length - 1);
                yield break;

            //in a loop we set our position indicator back to zero,
            //also executing last event
            case LoopType.loop:
                OnWaypointChange(waypoints.Length - 1);

                //additional option: if the path was closed, we move our object
                //from the last to the first waypoint instead of just "appearing" there
                if (closeLoop)
                {
                    agent.SetDestination(waypoints[0].position);
                    yield return(StartCoroutine(WaitForDestination()));
                }
                else
                {
                    agent.Warp(waypoints[0].position);
                }

                currentPoint = 0;
                break;

            //on LoopType.pingPong, we have to invert currentPoint updates
            case LoopType.pingPong:
                repeat = !repeat;
                break;

            //on LoopType.random, we calculate a random order between all waypoints
            //and loop through them, for this case we use the Fisher-Yates algorithm
            case LoopType.random:
                RandomizeWaypoints();
                break;
            }

            //start moving to the next iteration
            StartCoroutine(NextWaypoint());
        }
        private void OnTeleport()
        {
            /*
             * This function is called by the Char script whenever the character has been teleported.
             */

            targetPosition = _char.GetTargetPosition();
            navMeshAgent.Warp(transform.position);
        }
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        public override TaskStatus OnUpdate()
        {
            if (navMeshAgent == null)
            {
                Debug.LogWarning("NavMeshAgent is null");
                return(TaskStatus.Failure);
            }

            navMeshAgent.Warp(newPosition.Value);

            return(TaskStatus.Success);
        }
Esempio n. 7
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        void DoWarp()
        {
            if (_agent == null)
            {
                return;
            }

            bool ok = _agent.Warp(newPosition.Value);

            success.Value = ok;
            if (ok)
            {
                Fsm.Event(successEvent);
            }
            else
            {
                Fsm.Event(failureEvent);
            }
        }
Esempio n. 8
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        public void Restart()
        {
            // When the game starts the character should be able to move and the collider should be on but the player is not dead.
            m_AiCharacter.enabled = true;
            m_Collider.enabled    = true;
            m_IsDying             = false;

            // Move the character back to the start position.
            m_Agent.Warp(m_OriginPosition);

            // Make sure the character is already at the position that is trying to be reached.
            m_AiCharacter.SetTarget(transform.position);

            // Reset the animator.
            m_Animator.SetTrigger(m_HashResetPara);

            // The game is not over.
            m_IsGameOver = false;
        }
 public void SetPosition(Vector3 pos, Quaternion rot)
 {
     _navMesh.Warp(pos);
     //_transform.position = pos;
     _transform.rotation = rot;
 }
Esempio n. 10
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        void FixedUpdate()
        {
            if (_randomPosition && _targetReached)
            {
                Vector3 randomDirection = Random.insideUnitSphere * _randomWalkRadius;
                randomDirection += transform.position;
                UnityEngine.AI.NavMeshHit hit;
                UnityEngine.AI.NavMesh.SamplePosition(randomDirection, out hit, _randomWalkRadius, 1);
                _target.position = hit.position;
                _oldTargetPos    = hit.position;
                _agent.SetDestination(_target.position);

                _targetReached = false;
            }


            if (_target != null)
            {
                // recalculate path if needed
                if (Vector3.Distance(_target.position, _oldTargetPos) > 1f)
                {
                    _oldTargetPos = _target.position;
                    _agent.SetDestination(_target.position);
                }

                // custom off mesh traversal code
                if (_agent.isOnOffMeshLink)
                {
                    Vector3 offMeshDir  = (_agent.currentOffMeshLinkData.endPos - _agent.currentOffMeshLinkData.startPos).normalized;
                    Vector3 endPos      = _agent.currentOffMeshLinkData.endPos + Vector3.up * _agent.baseOffset + offMeshDir * 0.05f;
                    Vector3 offMeshDist = transform.position - endPos;
                    offMeshDist.y = 0;

                    if (Mathf.Abs(offMeshDist.sqrMagnitude) < 0.1f)
                    {
                        _agent.CompleteOffMeshLink();
                    }
                    else
                    {
                        _pawn.Move((endPos - transform.position));
                    }
                }
                else
                {
                    //    // use the values to move the character
                    _pawn.Move(_agent.desiredVelocity.normalized);
                    _agent.nextPosition = transform.position;
                }


                // warp the agent if needed (sometimes the agent thinks its on a highter level, but the character is still on ground)
                if (_pawn.IsOnGround && Mathf.Abs(_agent.nextPosition.y - transform.position.y) > 0.5f)
                {
                    _agent.Warp(transform.position);
                    _agent.SetDestination(_target.position);
                }



                if ((_agent.desiredVelocity.normalized == Vector3.zero) || (_agent.remainingDistance <= _agent.stoppingDistance + 0.01))
                {
                    _targetReached = true;
                }
            }
            else
            {
                // We still need to call the character's move function, but we send zeroed input as the move param.
                _pawn.Move(Vector3.zero);
            }
        }