Esempio n. 1
0
        //在Start里面进行的初始化
        public bool MakeInitialize()
        {
            //NavManager.ActiveManager的获取还需要一个更好的设计
            if (!enabled)
            {
                Debug.LogError(this.name + ": is not enabled ");
                return(false);
            }

            if (NavManager.ActiveManager == null)
            {
                Debug.LogError(this.name + ": no activeManager ");
                return(false);
            }
            mNavManager = NavManager.ActiveManager;
            //建立navAgent,这是真正用于移动的agent
            mNavAgent           = mNavManager.CreateAgent(agentGroup, transform);
            mNavAgent.moveSpeed = this.moveSpeed;
            if (mNavAgent == null)
            {
                Debug.LogError(this.name + ": agent create failed");
                enabled = false;
                return(false);
            }
            mNavAgent.rotation = transform.rotation;
            mNavAgent.position = mNavAgent.GetPointSearch(transform.position);
            if (mNavAgent.position.polyRef == 0)
            {
                mNavAgent = null;
                Debug.LogError(this.name + ": take agent into navmesh failed: " + mNavAgent.position);
                enabled = false;
                return(false);
            }

            //planner是底层计算推进(可以考虑多线程)
            //mover是unity位置改变,只能在主线程
            planner = new NavPlanner(mNavAgent);
            //用于表现,也就是修改Unity中的移动的move
            //UnitySimpleMovePlan unityMovePlan  = new UnitySimpleMovePlan();
            UnityMoveWithFixdRoute unityMovePlan = new UnityMoveWithFixdRoute();

            unityMovePlan.SetNavAgent(mNavAgent);
            unityMovePlan.yAxisFreeze = this.yAxisFreeze;
            mover         = unityMovePlan;
            mManagerIndex = mNavManager.AddAgent(planner, unityMovePlan);
            if (mManagerIndex == -1)
            {
                Debug.LogError(this.name + ": add agent to navigation manager failed");
                enabled = false;
                return(false);
            }
            Stop();
            return(true);
        }
Esempio n. 2
0
        public void MakeStart(ScriptableObject bakedMesh, byte [] myNavData)
        {
            try
            {
                mNavmeshData = bakedMesh;
                navMeshData  = myNavData;

                /*
                 * Debug.Log("got navMeshData version1: " + BitConverter.ToUInt32(new byte[]
                 * { navMeshData[0] , navMeshData[1] , navMeshData[2], navMeshData[3]
                 *  } , 0));
                 * Debug.Log("got navMeshData version2: " + BitConverter.ToUInt32(new byte[]
                 * { navMeshData[0] , navMeshData[1] , navMeshData[2], navMeshData[3],
                 * navMeshData[4] , navMeshData[5] , navMeshData[6], navMeshData[7]
                 *  } , 0));
                 */

                if (mNavmeshData == null && navMeshData == null)
                {
                    Debug.Log("have not get a baked mesh , UnityAgentController shut down");
                    isSetup = false;
                }
                else
                {
                    //Debug.Log("starting NavManager now!");
                    NavManager.ActiveManager = CreateManager();
                    //Debug.Log("NavManager.ActiveManager  == "+ NavManager.ActiveManager + " after  CreateManager()");
                    mManager            = NavManager.ActiveManager;
                    mManager.theModeNow = this.theAgentMode;
                    mManager.StartThreadUpdate();
                    isSetup = true;
                    //Debug.Log("Navigation Agent controller started!!!!!");
                }
            }
            catch (Exception X)
            {
                Debug.LogError("UnityAgentController Start with error:" + X.Message + "--" + X.ToString());
                isSetup = false;
            }
        }
Esempio n. 3
0
        public NavManager CreateManager()
        {
            CheckCrowdAvoidanceSet();

            if (!(mNavmeshData && NavmeshData.HasNavmesh))
            {
                Debug.LogError("Aborted initialization. Navigation mesh not available.");
                return(null);
            }

            //Debug.Log("NavmeshData-------"+ NavmeshData);
            Navmesh navmesh = NavmeshData.GetNavmesh();

            if (navmesh == null)
            {
                NavStatus theStatus = Navmesh.Create(navMeshData, out navmesh);

                Debug.Log("Navmesh.Create ---->" + theStatus + "---->" + (int)(theStatus & NavStatus.Sucess));
                if (NavUtil.Failed(theStatus))
                {
                    Debug.LogError("NavUtil.Failed(Navmesh.Create(navMeshData, out navmesh) Fail!");
                }
                Debug.Log("--------------------\n" + navMeshData + "---" + navMeshData.Length + "\n-----------------\nNavmesh-------" + navmesh);
            }
            if (navmesh == null)
            {
                Debug.LogError(" navmesh is null");
                return(null);
            }
            NavmeshQuery query;
            NavStatus    status = NavmeshQuery.Create(navmesh, mMaxQueryNodes, out query);

            if ((status & NavStatus.Sucess) == 0)
            {
                Debug.LogError(" Aborted initialization. Failed query creation: " + status.ToString());
                return(null);
            }

            CrowdManager crowd = CrowdManager.Create(mMaxCrowdAgents, mMaxAgentRadius, navmesh);

            if (crowd == null)
            {
                Debug.LogError("Aborted initialization. Failed crowd creation.");
                return(null);
            }

            for (int i = 0; i < CrowdManager.MaxAvoidanceParams; i++)
            {
                crowd.SetAvoidanceConfig(i, CrowdAvoidanceConfig[i]);
            }
            NavGroup mGroup = new NavGroup(navmesh, query, crowd, crowd.QueryFilter, mExtents, false);

            int count = AgentGroupSettingManager.GetGroupCount();
            Dictionary <byte, NavAgentGroups> mAgentGroups = new Dictionary <byte, NavAgentGroups>(count);

            for (int i = 0; i < count; i++)
            {
                byte           groupId;
                NavAgentGroups group = AgentGroupSettingManager.CreateAgentGroup(i, mMaxPath, mMaxStraightPath, out groupId);
                group.angleAt         = mAngleAt;
                group.heightTolerance = mHeightTolerance;
                group.turnThreshold   = mTurnThreshold;

                mAgentGroups.Add(groupId, group);
            }
            return(NavManager.Create(mMaxAgents, mGroup, mAgentGroups));
        }