Esempio n. 1
0
            public void Execute(int index)
            {
                int   currentState = States[index].State;
                float cd           = States[index].CoolDown - DeltaTime;

                if (cd < 0)
                {
                    PedestrianState          newstate    = States[index];
                    PedestrianData           newdata     = PedestrianData[index];
                    InstanceRendererProperty newproperty = StateProperty[index];

                    int nextstate = NextState(currentState);

                    newproperty.Value = PedestrianAnimStateConfig.StateFrameRange[nextstate];
                    newstate.CoolDown = RdGen.NextFloat(
                        PedestrianAnimStateConfig.DurationRange[nextstate].x,
                        PedestrianAnimStateConfig.DurationRange[nextstate].y);
                    newdata.Speed = RdGen.NextFloat(
                        PedestrianAnimStateConfig.SpeedRange[nextstate].x,
                        PedestrianAnimStateConfig.SpeedRange[nextstate].y);

                    StateProperty[index]  = newproperty;
                    PedestrianData[index] = newdata;
                    States[index]         = newstate;
                }
                else
                {
                    States[index] = new PedestrianState()
                    {
                        CoolDown = cd, State = currentState
                    };
                }
            }
Esempio n. 2
0
            public void Execute(int index)
            {
                PedestrianData thisPed     = PedestrianData[index];
                float          rotateAngle = RdGen.NextFloat(-0.01f, 0.01f);
                float          cos         = math.cos(rotateAngle);
                float          sin         = math.sin(rotateAngle);
                float3         newDir      = new float3()
                {
                    x = thisPed.Forword.x * cos - thisPed.Forword.z * sin, y = 0, z = thisPed.Forword.x * sin + thisPed.Forword.z * cos
                };
                float3 step                = newDir * thisPed.Speed * DeltaTime;
                float2 newLocalPos         = step.xz * math.rcp(TexelSize) + thisPed.LocalPos;
                int2   GridIdAdd           = (int2)math.floor(newLocalPos);
                bool   StillInCurrentTexel = GridIdAdd.x == 0 && GridIdAdd.y == 0;
                int2   newGridId           = GridIdAdd + thisPed.GridId;
                float3 newWorldPos         = thisPed.WorldPos;

                if (StillInCurrentTexel || IsWalkable(newGridId))//go ahead!
                {
                    newLocalPos -= GridIdAdd;
                    newWorldPos += step;
                }
                else //turn toward gradient!
                {
                    newDir      = Gradient(thisPed.GridId);
                    newLocalPos = thisPed.LocalPos;
                }
                thisPed.Forword       = newDir;
                thisPed.WorldPos      = newWorldPos;
                thisPed.LocalPos      = newLocalPos;
                thisPed.GridId        = newGridId;
                PedestrianData[index] = thisPed;
            }