FindWalls() public method

public FindWalls ( List wallBuffer, float range ) : void
wallBuffer List
range float
return void
        void TraverseFunnel(RichFunnel fn, float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation)
        {
            // Clamp the current position to the navmesh
            // and update the list of upcoming corners in the path
            // and store that in the 'nextCorners' field
            var     position3D = UpdateTarget(fn);
            float   elevation;
            Vector2 position = movementPlane.ToPlane(position3D, out elevation);

            // Only find nearby walls every 5th frame to improve performance
            if (Time.frameCount % 5 == 0 && wallForce > 0 && wallDist > 0)
            {
                wallBuffer.Clear();
                fn.FindWalls(wallBuffer, wallDist);
            }

            // Target point
            steeringTarget = nextCorners[0];
            Vector2 targetPoint = movementPlane.ToPlane(steeringTarget);
            // Direction to target
            Vector2 dir = targetPoint - position;

            // Normalized direction to the target
            Vector2 normdir = VectorMath.Normalize(dir, out distanceToSteeringTarget);
            // Calculate force from walls
            Vector2 wallForceVector = CalculateWallForce(position, elevation, normdir);
            Vector2 targetVelocity;

            if (approachingPartEndpoint)
            {
                targetVelocity = slowdownTime > 0 ? Vector2.zero : normdir * maxSpeed;

                // Reduce the wall avoidance force as we get closer to our target
                wallForceVector *= System.Math.Min(distanceToSteeringTarget / 0.5f, 1);

                if (distanceToSteeringTarget <= endReachedDistance)
                {
                    // Reached the end of the path or an off mesh link
                    NextPart();
                }
            }
            else
            {
                var nextNextCorner = nextCorners.Count > 1 ? movementPlane.ToPlane(nextCorners[1]) : position + 2 * dir;
                targetVelocity = (nextNextCorner - targetPoint).normalized * maxSpeed;
            }

            var     forwards = movementPlane.ToPlane(simulatedRotation * (orientation == OrientationMode.YAxisForward ? Vector3.up : Vector3.forward));
            Vector2 accel    = MovementUtilities.CalculateAccelerationToReachPoint(targetPoint - position, targetVelocity, velocity2D, acceleration, rotationSpeed, maxSpeed, forwards);

            // Update the velocity using the acceleration
            velocity2D += (accel + wallForceVector * wallForce) * deltaTime;

            // Distance to the end of the path (almost as the crow flies)
            var distanceToEndOfPath = distanceToSteeringTarget + Vector3.Distance(steeringTarget, fn.exactEnd);
            var slowdownFactor      = distanceToEndOfPath < maxSpeed *slowdownTime?Mathf.Sqrt(distanceToEndOfPath / (maxSpeed *slowdownTime)) : 1;

            FinalMovement(position3D, deltaTime, distanceToEndOfPath, slowdownFactor, out nextPosition, out nextRotation);
        }
Esempio n. 2
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        private void TraverseFunnel(RichFunnel fn, float deltaTime)
        {
            float   elevation;
            Vector2 vector = this.movementPlane.ToPlane(this.UpdateTarget(fn), out elevation);

            if (Time.frameCount % 5 == 0 && this.wallForce > 0f && this.wallDist > 0f)
            {
                this.wallBuffer.Clear();
                fn.FindWalls(this.wallBuffer, this.wallDist);
            }
            Vector2 vector2 = this.waypoint = this.movementPlane.ToPlane(this.nextCorners[0]);
            Vector2 vector3 = vector2 - vector;
            object  obj     = this.lastCorner && this.nextCorners.Count == 1;
            Vector2 vector4 = VectorMath.Normalize(vector3, out this.distanceToWaypoint);
            Vector2 a       = this.CalculateWallForce(vector, elevation, vector4);
            object  obj2    = obj;
            Vector2 targetVelocity;

            if (obj2 != null)
            {
                targetVelocity = ((this.slowdownTime > 0f) ? Vector2.zero : (vector4 * this.maxSpeed));
                a *= Math.Min(this.distanceToWaypoint / 0.5f, 1f);
                if (this.distanceToWaypoint <= this.endReachedDistance)
                {
                    this.NextPart();
                }
            }
            else
            {
                targetVelocity = (((this.nextCorners.Count > 1) ? this.movementPlane.ToPlane(this.nextCorners[1]) : (vector + 2f * vector3)) - vector2).normalized * this.maxSpeed;
            }
            Vector2 a2 = MovementUtilities.CalculateAccelerationToReachPoint(vector2 - vector, targetVelocity, this.velocity2D, this.acceleration, this.maxSpeed);

            this.velocity2D += (a2 + a * this.wallForce) * deltaTime;
            float distanceToEndOfPath = fn.DistanceToEndOfPath;
            float num = (this.slowdownTime > 0f) ? (distanceToEndOfPath / (this.maxSpeed * this.slowdownTime)) : 1f;

            this.velocity2D = MovementUtilities.ClampVelocity(this.velocity2D, this.maxSpeed, num, this.slowWhenNotFacingTarget, this.movementPlane.ToPlane(this.rotationIn2D ? this.tr.up : this.tr.forward));
            base.ApplyGravity(deltaTime);
            if (this.rvoController != null && this.rvoController.enabled)
            {
                Vector3 pos = this.movementPlane.ToWorld(vector + Vector2.ClampMagnitude(this.velocity2D, distanceToEndOfPath), elevation);
                this.rvoController.SetTarget(pos, this.velocity2D.magnitude, this.maxSpeed);
            }
            Vector2 vector5 = base.CalculateDeltaToMoveThisFrame(vector, distanceToEndOfPath, deltaTime);
            float   num2    = (obj2 != null) ? Mathf.Clamp01(1.1f * num - 0.1f) : 1f;

            this.RotateTowards(vector5, this.rotationSpeed * num2 * deltaTime);
            base.Move(this.movementPlane.ToWorld(vector, elevation), this.movementPlane.ToWorld(vector5, this.verticalVelocity * deltaTime));
        }
Esempio n. 3
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        // Token: 0x0600217C RID: 8572 RVA: 0x0018E4A4 File Offset: 0x0018C6A4
        private void TraverseFunnel(RichFunnel fn, float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation)
        {
            Vector3 vector = this.UpdateTarget(fn);
            float   elevation;
            Vector2 vector2 = this.movementPlane.ToPlane(vector, out elevation);

            if (Time.frameCount % 5 == 0 && this.wallForce > 0f && this.wallDist > 0f)
            {
                this.wallBuffer.Clear();
                fn.FindWalls(this.wallBuffer, this.wallDist);
            }
            this.steeringTarget = this.nextCorners[0];
            Vector2 vector3 = this.movementPlane.ToPlane(this.steeringTarget);
            Vector2 vector4 = vector3 - vector2;
            Vector2 vector5 = VectorMath.Normalize(vector4, out this.distanceToSteeringTarget);
            Vector2 a       = this.CalculateWallForce(vector2, elevation, vector5);
            Vector2 targetVelocity;

            if (this.approachingPartEndpoint)
            {
                targetVelocity = ((this.slowdownTime > 0f) ? Vector2.zero : (vector5 * this.maxSpeed));
                a *= Math.Min(this.distanceToSteeringTarget / 0.5f, 1f);
                if (this.distanceToSteeringTarget <= this.endReachedDistance)
                {
                    this.NextPart();
                }
            }
            else
            {
                targetVelocity = (((this.nextCorners.Count > 1) ? this.movementPlane.ToPlane(this.nextCorners[1]) : (vector2 + 2f * vector4)) - vector3).normalized * this.maxSpeed;
            }
            Vector2 forwardsVector = this.movementPlane.ToPlane(this.simulatedRotation * (this.rotationIn2D ? Vector3.up : Vector3.forward));
            Vector2 a2             = MovementUtilities.CalculateAccelerationToReachPoint(vector3 - vector2, targetVelocity, this.velocity2D, this.acceleration, this.rotationSpeed, this.maxSpeed, forwardsVector);

            this.velocity2D += (a2 + a * this.wallForce) * deltaTime;
            float num            = this.distanceToSteeringTarget + Vector3.Distance(this.steeringTarget, fn.exactEnd);
            float slowdownFactor = (num < this.maxSpeed * this.slowdownTime) ? Mathf.Sqrt(num / (this.maxSpeed * this.slowdownTime)) : 1f;

            this.FinalMovement(vector, deltaTime, num, slowdownFactor, out nextPosition, out nextRotation);
        }
Esempio n. 4
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 protected virtual void Update()
 {
     RichAI.deltaTime = Mathf.Min(Time.smoothDeltaTime * 2f, Time.deltaTime);
     if (this.rp != null)
     {
         RichPathPart currentPart = this.rp.GetCurrentPart();
         RichFunnel   richFunnel  = currentPart as RichFunnel;
         if (richFunnel != null)
         {
             Vector3 vector = this.UpdateTarget(richFunnel);
             if (Time.frameCount % 5 == 0)
             {
                 this.wallBuffer.Clear();
                 richFunnel.FindWalls(this.wallBuffer, this.wallDist);
             }
             int     num     = 0;
             Vector3 vector2 = this.buffer[num];
             Vector3 vector3 = vector2 - vector;
             vector3.y = 0f;
             bool flag = Vector3.Dot(vector3, this.currentTargetDirection) < 0f;
             if (flag && this.buffer.Count - num > 1)
             {
                 num++;
                 vector2 = this.buffer[num];
             }
             if (vector2 != this.lastTargetPoint)
             {
                 this.currentTargetDirection   = vector2 - vector;
                 this.currentTargetDirection.y = 0f;
                 this.currentTargetDirection.Normalize();
                 this.lastTargetPoint = vector2;
             }
             vector3   = vector2 - vector;
             vector3.y = 0f;
             float magnitude = vector3.magnitude;
             this.distanceToWaypoint = magnitude;
             vector3 = ((magnitude != 0f) ? (vector3 / magnitude) : Vector3.zero);
             Vector3 vector4 = vector3;
             Vector3 vector5 = Vector3.zero;
             if (this.wallForce > 0f && this.wallDist > 0f)
             {
                 float num2 = 0f;
                 float num3 = 0f;
                 for (int i = 0; i < this.wallBuffer.Count; i += 2)
                 {
                     Vector3 vector6      = AstarMath.NearestPointStrict(this.wallBuffer[i], this.wallBuffer[i + 1], this.tr.position);
                     float   sqrMagnitude = (vector6 - vector).sqrMagnitude;
                     if (sqrMagnitude <= this.wallDist * this.wallDist)
                     {
                         Vector3 normalized = (this.wallBuffer[i + 1] - this.wallBuffer[i]).normalized;
                         float   num4       = Vector3.Dot(vector3, normalized) * (1f - Math.Max(0f, 2f * (sqrMagnitude / (this.wallDist * this.wallDist)) - 1f));
                         if (num4 > 0f)
                         {
                             num3 = Math.Max(num3, num4);
                         }
                         else
                         {
                             num2 = Math.Max(num2, -num4);
                         }
                     }
                 }
                 Vector3 vector7 = Vector3.Cross(Vector3.up, vector3);
                 vector5 = vector7 * (num3 - num2);
             }
             bool flag2 = this.lastCorner && this.buffer.Count - num == 1;
             if (flag2)
             {
                 if (this.slowdownTime < 0.001f)
                 {
                     this.slowdownTime = 0.001f;
                 }
                 Vector3 vector8 = vector2 - vector;
                 vector8.y = 0f;
                 if (this.preciseSlowdown)
                 {
                     vector3 = (6f * vector8 - 4f * this.slowdownTime * this.velocity) / (this.slowdownTime * this.slowdownTime);
                 }
                 else
                 {
                     vector3 = 2f * (vector8 - this.slowdownTime * this.velocity) / (this.slowdownTime * this.slowdownTime);
                 }
                 vector3  = Vector3.ClampMagnitude(vector3, this.acceleration);
                 vector5 *= Math.Min(magnitude / 0.5f, 1f);
                 if (magnitude < this.endReachedDistance)
                 {
                     this.NextPart();
                 }
             }
             else
             {
                 vector3 *= this.acceleration;
             }
             this.velocity += (vector3 + vector5 * this.wallForce) * RichAI.deltaTime;
             if (this.slowWhenNotFacingTarget)
             {
                 float num5 = (Vector3.Dot(vector4, this.tr.forward) + 0.5f) * 0.6666667f;
                 float num6 = Mathf.Sqrt(this.velocity.x * this.velocity.x + this.velocity.z * this.velocity.z);
                 float y    = this.velocity.y;
                 this.velocity.y = 0f;
                 float num7 = Mathf.Min(num6, this.maxSpeed * Mathf.Max(num5, 0.2f));
                 this.velocity   = Vector3.Lerp(this.tr.forward * num7, this.velocity.normalized * num7, Mathf.Clamp((!flag2) ? 0f : (magnitude * 2f), 0.5f, 1f));
                 this.velocity.y = y;
             }
             else
             {
                 float num8 = Mathf.Sqrt(this.velocity.x * this.velocity.x + this.velocity.z * this.velocity.z);
                 num8 = this.maxSpeed / num8;
                 if (num8 < 1f)
                 {
                     this.velocity.x = this.velocity.x * num8;
                     this.velocity.z = this.velocity.z * num8;
                 }
             }
             if (flag2)
             {
                 Vector3 trotdir = Vector3.Lerp(this.velocity, this.currentTargetDirection, Math.Max(1f - magnitude * 2f, 0f));
                 this.RotateTowards(trotdir);
             }
             else
             {
                 this.RotateTowards(this.velocity);
             }
             this.velocity += RichAI.deltaTime * this.gravity;
             if (this.rvoController != null && this.rvoController.enabled)
             {
                 this.tr.position = vector;
                 this.rvoController.Move(this.velocity);
             }
             else if (this.controller != null && this.controller.enabled)
             {
                 this.tr.position = vector;
                 this.controller.Move(this.velocity * RichAI.deltaTime);
             }
             else
             {
                 float y2 = vector.y;
                 vector          += this.velocity * RichAI.deltaTime;
                 vector           = this.RaycastPosition(vector, y2);
                 this.tr.position = vector;
             }
         }
         else if (this.rvoController != null && this.rvoController.enabled)
         {
             this.rvoController.Move(Vector3.zero);
         }
         if (currentPart is RichSpecial)
         {
             RichSpecial rs = currentPart as RichSpecial;
             if (!this.traversingSpecialPath)
             {
                 base.StartCoroutine(this.TraverseSpecial(rs));
             }
         }
     }
     else if (this.rvoController != null && this.rvoController.enabled)
     {
         this.rvoController.Move(Vector3.zero);
     }
     else if (!(this.controller != null) || !this.controller.enabled)
     {
         this.tr.position = this.RaycastPosition(this.tr.position, this.tr.position.y);
     }
 }
Esempio n. 5
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        /** Update is called once per frame */
        protected virtual void Update()
        {
            deltaTime = Mathf.Min(Time.smoothDeltaTime * 2, Time.deltaTime);

            if (rp != null)
            {
                //System.Diagnostics.Stopwatch w = new System.Diagnostics.Stopwatch();
                //w.Start();
                RichPathPart pt = rp.GetCurrentPart();
                RichFunnel   fn = pt as RichFunnel;
                if (fn != null)
                {
                    //Clear buffers for reuse
                    Vector3 position = UpdateTarget(fn);

                    //tr.position = ps;

                    //Only get walls every 5th frame to save on performance
                    if (Time.frameCount % 5 == 0)
                    {
                        wallBuffer.Clear();
                        fn.FindWalls(wallBuffer, wallDist);
                    }

                    /*for (int i=0;i<wallBuffer.Count;i+=2) {
                     *      Debug.DrawLine (wallBuffer[i],wallBuffer[i+1],Color.magenta);
                     * }*/

                    //Pick next waypoint if current is reached
                    int tgIndex = 0;

                    /*if (buffer.Count > 1) {
                     *      if ((buffer[tgIndex]-tr.position).sqrMagnitude < pickNextWaypointDist*pickNextWaypointDist) {
                     *              tgIndex++;
                     *      }
                     * }*/


                    //Target point
                    Vector3 tg  = buffer[tgIndex];
                    Vector3 dir = tg - position;
                    dir.y = 0;

                    bool passedTarget = Vector3.Dot(dir, currentTargetDirection) < 0;
                    //Check if passed target in another way
                    if (passedTarget && buffer.Count - tgIndex > 1)
                    {
                        tgIndex++;
                        tg = buffer[tgIndex];
                    }

                    if (tg != lastTargetPoint)
                    {
                        currentTargetDirection   = (tg - position);
                        currentTargetDirection.y = 0;
                        currentTargetDirection.Normalize();
                        lastTargetPoint = tg;
                        //Debug.DrawRay (tr.position, Vector3.down*2,Color.blue,0.2f);
                    }

                    //Direction to target
                    dir   = (tg - position);
                    dir.y = 0;
                    float magn = dir.magnitude;

                    //Write out for other scripts to read
                    distanceToWaypoint = magn;

                    //Normalize
                    dir = magn == 0 ? Vector3.zero : dir / magn;
                    Vector3 normdir = dir;

                    Vector3 force = Vector3.zero;

                    if (wallForce > 0 && wallDist > 0)
                    {
                        float wLeft  = 0;
                        float wRight = 0;

                        for (int i = 0; i < wallBuffer.Count; i += 2)
                        {
                            Vector3 closest = AstarMath.NearestPointStrict(wallBuffer[i], wallBuffer[i + 1], tr.position);
                            float   dist    = (closest - position).sqrMagnitude;

                            if (dist > wallDist * wallDist)
                            {
                                continue;
                            }

                            Vector3 tang = (wallBuffer[i + 1] - wallBuffer[i]).normalized;

                            //Using the fact that all walls are laid out clockwise (seeing from inside)
                            //Then left and right (ish) can be figured out like this
                            float dot = Vector3.Dot(dir, tang) * (1 - System.Math.Max(0, (2 * (dist / (wallDist * wallDist)) - 1)));
                            if (dot > 0)
                            {
                                wRight = System.Math.Max(wRight, dot);
                            }
                            else
                            {
                                wLeft = System.Math.Max(wLeft, -dot);
                            }
                        }

                        Vector3 norm = Vector3.Cross(Vector3.up, dir);
                        force = norm * (wRight - wLeft);

                        //Debug.DrawRay (tr.position, force, Color.cyan);
                    }

                    //Is the endpoint of the path (part) the current target point
                    bool endPointIsTarget = lastCorner && buffer.Count - tgIndex == 1;

                    if (endPointIsTarget)
                    {
                        //Use 2nd or 3rd degree motion equation to figure out acceleration to reach target in "exact" [slowdownTime] seconds

                        //Clamp to avoid divide by zero
                        if (slowdownTime < 0.001f)
                        {
                            slowdownTime = 0.001f;
                        }

                        Vector3 diff = tg - position;
                        diff.y = 0;

                        if (preciseSlowdown)
                        {
                            //{ t = slowdownTime
                            //{ diff = vt + at^2/2 + qt^3/6
                            //{ 0 = at + qt^2/2
                            //{ solve for a
                            dir = (6 * diff - 4 * slowdownTime * velocity) / (slowdownTime * slowdownTime);
                        }
                        else
                        {
                            dir = 2 * (diff - slowdownTime * velocity) / (slowdownTime * slowdownTime);
                        }
                        dir = Vector3.ClampMagnitude(dir, acceleration);

                        force *= System.Math.Min(magn / 0.5f, 1);

                        if (magn < endReachedDistance)
                        {
                            //END REACHED
                            NextPart();
                        }
                    }
                    else
                    {
                        dir *= acceleration;
                    }

                    //Debug.DrawRay (tr.position+Vector3.up, dir*3, Color.blue);

                    velocity += (dir + force * wallForce) * deltaTime;

                    if (slowWhenNotFacingTarget)
                    {
                        float dot = (Vector3.Dot(normdir, tr.forward) + 0.5f) * (1.0f / 1.5f);
                        //velocity = Vector3.ClampMagnitude (velocity, maxSpeed * Mathf.Max (dot, 0.2f) );
                        float xzmagn = Mathf.Sqrt(velocity.x * velocity.x + velocity.z * velocity.z);
                        float prevy  = velocity.y;
                        velocity.y = 0;
                        float mg = Mathf.Min(xzmagn, maxSpeed * Mathf.Max(dot, 0.2f));
                        velocity = Vector3.Lerp(tr.forward * mg, velocity.normalized * mg, Mathf.Clamp(endPointIsTarget ? (magn * 2) : 0, 0.5f, 1.0f));

                        velocity.y = prevy;
                    }
                    else
                    {
                        // Clamp magnitude on the XZ axes
                        float xzmagn = Mathf.Sqrt(velocity.x * velocity.x + velocity.z * velocity.z);
                        xzmagn = maxSpeed / xzmagn;
                        if (xzmagn < 1)
                        {
                            velocity.x *= xzmagn;
                            velocity.z *= xzmagn;
                            //Vector3.ClampMagnitude (velocity, maxSpeed);
                        }
                    }

                    //Debug.DrawLine (tr.position, tg, lastCorner ? Color.red : Color.green);


                    if (endPointIsTarget)
                    {
                        Vector3 trotdir = Vector3.Lerp(velocity, currentTargetDirection, System.Math.Max(1 - magn * 2, 0));
                        RotateTowards(trotdir);
                    }
                    else
                    {
                        RotateTowards(velocity);
                    }

                    //Applied after rotation to enable proper checks on if velocity is zero
                    velocity += deltaTime * gravity;

                    if (rvoController != null && rvoController.enabled)
                    {
                        //Use RVOController
                        tr.position = position;
                        rvoController.Move(velocity);
                    }
                    else
                    if (controller != null && controller.enabled)
                    {
                        //Use CharacterController
                        tr.position = position;
                        controller.Move(velocity * deltaTime);
                    }
                    else
                    {
                        //Use Transform
                        float lasty = position.y;
                        position += velocity * deltaTime;

                        position = RaycastPosition(position, lasty);

                        tr.position = position;
                    }
                }
                else
                {
                    if (rvoController != null && rvoController.enabled)
                    {
                        //Use RVOController
                        rvoController.Move(Vector3.zero);
                    }
                }

                if (pt is RichSpecial)
                {
                    RichSpecial rs = pt as RichSpecial;

                    if (!traversingSpecialPath)
                    {
                        StartCoroutine(TraverseSpecial(rs));
                    }
                }
                //w.Stop();
                //Debug.Log ((w.Elapsed.TotalMilliseconds*1000));
            }
            else
            {
                if (rvoController != null && rvoController.enabled)
                {
                    //Use RVOController
                    rvoController.Move(Vector3.zero);
                }
                else
                if (controller != null && controller.enabled)
                {
                }
                else
                {
                    tr.position = RaycastPosition(tr.position, tr.position.y);
                }
            }
        }
Esempio n. 6
0
 protected virtual void Update()
 {
     RichAI.deltaTime = Mathf.Min(Time.smoothDeltaTime * 2f, Time.deltaTime);
     if (this.rp != null)
     {
         RichPathPart currentPart = this.rp.GetCurrentPart();
         RichFunnel   richFunnel  = currentPart as RichFunnel;
         if (richFunnel != null)
         {
             Vector3 vector = this.UpdateTarget(richFunnel);
             if (Time.frameCount % 5 == 0 && this.wallForce > 0f && this.wallDist > 0f)
             {
                 this.wallBuffer.Clear();
                 richFunnel.FindWalls(this.wallBuffer, this.wallDist);
             }
             int     num     = 0;
             Vector3 vector2 = this.nextCorners[num];
             Vector3 vector3 = vector2 - vector;
             vector3.y = 0f;
             bool flag = Vector3.Dot(vector3, this.currentTargetDirection) < 0f;
             if (flag && this.nextCorners.Count - num > 1)
             {
                 num++;
                 vector2 = this.nextCorners[num];
             }
             if (vector2 != this.lastTargetPoint)
             {
                 this.currentTargetDirection   = vector2 - vector;
                 this.currentTargetDirection.y = 0f;
                 this.currentTargetDirection.Normalize();
                 this.lastTargetPoint = vector2;
             }
             vector3   = vector2 - vector;
             vector3.y = 0f;
             Vector3 vector4 = VectorMath.Normalize(vector3, out this.distanceToWaypoint);
             bool    flag2   = this.lastCorner && this.nextCorners.Count - num == 1;
             if (flag2 && this.distanceToWaypoint < 0.01f * this.maxSpeed)
             {
                 this.velocity = (vector2 - vector) * 100f;
             }
             else
             {
                 Vector3 a = this.CalculateWallForce(vector, vector4);
                 Vector2 vector5;
                 if (flag2)
                 {
                     vector5 = this.CalculateAccelerationToReachPoint(RichAI.To2D(vector2 - vector), Vector2.zero, RichAI.To2D(this.velocity));
                     a      *= Math.Min(this.distanceToWaypoint / 0.5f, 1f);
                     if (this.distanceToWaypoint < this.endReachedDistance)
                     {
                         this.NextPart();
                     }
                 }
                 else
                 {
                     Vector3 a2 = (num >= this.nextCorners.Count - 1) ? ((vector2 - vector) * 2f + vector) : this.nextCorners[num + 1];
                     Vector3 v  = (a2 - vector2).normalized * this.maxSpeed;
                     vector5 = this.CalculateAccelerationToReachPoint(RichAI.To2D(vector2 - vector), RichAI.To2D(v), RichAI.To2D(this.velocity));
                 }
                 this.velocity += (new Vector3(vector5.x, 0f, vector5.y) + a * this.wallForce) * RichAI.deltaTime;
             }
             TriangleMeshNode currentNode = richFunnel.CurrentNode;
             Vector3          b;
             if (currentNode != null)
             {
                 b = currentNode.ClosestPointOnNode(vector);
             }
             else
             {
                 b = vector;
             }
             float magnitude = (richFunnel.exactEnd - b).magnitude;
             float num2      = this.maxSpeed;
             num2 *= Mathf.Sqrt(Mathf.Min(1f, magnitude / (this.maxSpeed * this.slowdownTime)));
             if (this.slowWhenNotFacingTarget)
             {
                 float num3 = Mathf.Max((Vector3.Dot(vector4, this.tr.forward) + 0.5f) / 1.5f, 0.2f);
                 num2 *= num3;
                 float num4 = VectorMath.MagnitudeXZ(this.velocity);
                 float y    = this.velocity.y;
                 this.velocity.y = 0f;
                 num4            = Mathf.Min(num4, num2);
                 this.velocity   = Vector3.Lerp(this.velocity.normalized * num4, this.tr.forward * num4, Mathf.Clamp((!flag2) ? 1f : (this.distanceToWaypoint * 2f), 0f, 0.5f));
                 this.velocity.y = y;
             }
             else
             {
                 this.velocity = VectorMath.ClampMagnitudeXZ(this.velocity, num2);
             }
             this.velocity += RichAI.deltaTime * this.gravity;
             if (this.rvoController != null && this.rvoController.enabled)
             {
                 Vector3 pos = vector + VectorMath.ClampMagnitudeXZ(this.velocity, magnitude);
                 this.rvoController.SetTarget(pos, VectorMath.MagnitudeXZ(this.velocity), this.maxSpeed);
             }
             Vector3 vector6;
             if (this.rvoController != null && this.rvoController.enabled)
             {
                 vector6   = this.rvoController.CalculateMovementDelta(vector, RichAI.deltaTime);
                 vector6.y = this.velocity.y * RichAI.deltaTime;
             }
             else
             {
                 vector6 = this.velocity * RichAI.deltaTime;
             }
             if (flag2)
             {
                 Vector3 trotdir = Vector3.Lerp(vector6.normalized, this.currentTargetDirection, Math.Max(1f - this.distanceToWaypoint * 2f, 0f));
                 this.RotateTowards(trotdir);
             }
             else
             {
                 this.RotateTowards(vector6);
             }
             if (this.controller != null && this.controller.enabled)
             {
                 this.tr.position = vector;
                 this.controller.Move(vector6);
                 vector = this.tr.position;
             }
             else
             {
                 float y2 = vector.y;
                 vector += vector6;
                 vector  = this.RaycastPosition(vector, y2);
             }
             Vector3 vector7 = richFunnel.ClampToNavmesh(vector);
             if (vector != vector7)
             {
                 Vector3 vector8 = vector7 - vector;
                 this.velocity -= vector8 * Vector3.Dot(vector8, this.velocity) / vector8.sqrMagnitude;
                 if (this.rvoController != null && this.rvoController.enabled)
                 {
                     this.rvoController.SetCollisionNormal(vector8);
                 }
             }
             this.tr.position = vector7;
         }
         else if (this.rvoController != null && this.rvoController.enabled)
         {
             this.rvoController.Move(Vector3.zero);
         }
         if (currentPart is RichSpecial && !this.traversingSpecialPath)
         {
             base.StartCoroutine(this.TraverseSpecial(currentPart as RichSpecial));
         }
     }
     else if (this.rvoController != null && this.rvoController.enabled)
     {
         this.rvoController.Move(Vector3.zero);
     }
     else if (!(this.controller != null) || !this.controller.enabled)
     {
         this.tr.position = this.RaycastPosition(this.tr.position, this.tr.position.y);
     }
 }
Esempio n. 7
0
        void TraverseFunnel(RichFunnel fn, float deltaTime)
        {
            // Clamp the current position to the navmesh
            // and update the list of upcoming corners in the path
            // and store that in the 'nextCorners' variable
            float   elevation;
            Vector2 position = movementPlane.ToPlane(UpdateTarget(fn), out elevation);

            // Only find nearby walls every 5th frame to improve performance
            if (Time.frameCount % 5 == 0 && wallForce > 0 && wallDist > 0)
            {
                wallBuffer.Clear();
                fn.FindWalls(wallBuffer, wallDist);
            }

            // Target point
            Vector2 targetPoint = waypoint = movementPlane.ToPlane(nextCorners[0]);
            // Direction to target
            Vector2 dir = targetPoint - position;

            // Is the endpoint of the path (part) the current target point
            bool targetIsEndPoint = lastCorner && nextCorners.Count == 1;

            // Normalized direction to the target
            Vector2 normdir = VectorMath.Normalize(dir, out distanceToWaypoint);
            // Calculate force from walls
            Vector2 wallForceVector = CalculateWallForce(position, elevation, normdir);
            Vector2 targetVelocity;

            if (targetIsEndPoint)
            {
                targetVelocity = slowdownTime > 0 ? Vector2.zero : normdir * maxSpeed;

                // Reduce the wall avoidance force as we get closer to our target
                wallForceVector *= System.Math.Min(distanceToWaypoint / 0.5f, 1);

                if (distanceToWaypoint <= endReachedDistance)
                {
                    // END REACHED
                    NextPart();
                }
            }
            else
            {
                var nextNextCorner = nextCorners.Count > 1 ? movementPlane.ToPlane(nextCorners[1]) : position + 2 * dir;
                targetVelocity = (nextNextCorner - targetPoint).normalized * maxSpeed;
            }

            Vector2 accel = MovementUtilities.CalculateAccelerationToReachPoint(targetPoint - position, targetVelocity, velocity2D, acceleration, maxSpeed);

            // Update the velocity using the acceleration
            velocity2D += (accel + wallForceVector * wallForce) * deltaTime;

            // Distance to the end of the path (as the crow flies)
            var distToEndOfPath = fn.DistanceToEndOfPath;
            var slowdownFactor  = slowdownTime > 0 ? distToEndOfPath / (maxSpeed * slowdownTime) : 1;

            velocity2D = MovementUtilities.ClampVelocity(velocity2D, maxSpeed, slowdownFactor, slowWhenNotFacingTarget, movementPlane.ToPlane(tr.forward));

            ApplyGravity(deltaTime);

            if (rvoController != null && rvoController.enabled)
            {
                // Send a message to the RVOController that we want to move
                // with this velocity. In the next simulation step, this
                // velocity will be processed and it will be fed back to the
                // rvo controller and finally it will be used by this script
                // when calling the CalculateMovementDelta method below

                // Make sure that we don't move further than to the end point
                // of the path. If the RVO simulation FPS is low and we did
                // not do this, the agent might overshoot the target a lot.
                var rvoTarget = movementPlane.ToWorld(position + Vector2.ClampMagnitude(velocity2D, distToEndOfPath), elevation);
                rvoController.SetTarget(rvoTarget, velocity2D.magnitude, maxSpeed);
            }

            // Direction and distance to move during this frame
            var deltaPosition = CalculateDeltaToMoveThisFrame(position, distToEndOfPath, deltaTime);

            // Rotate towards the direction we are moving in
            // Slow down the rotation of the character very close to the endpoint of the path to prevent oscillations
            var rotationSpeedFactor = targetIsEndPoint ? Mathf.Clamp01(1.1f * slowdownFactor - 0.1f) : 1f;

            RotateTowards(deltaPosition, rotationSpeed * rotationSpeedFactor * deltaTime);

            Move(movementPlane.ToWorld(position, elevation), movementPlane.ToWorld(deltaPosition, verticalVelocity * deltaTime));
        }