protected override Vector2?CalculateForceComponentsInternal()
        {
            activation = 0.0f;

            var visibleAgentsCount = m_sensor.touchingObjects.Count;
            var meanPosition       = Vector2.zero;

            foreach (var collider in m_sensor.touchingObjects)
            {
                var agent = collider.GetComponent <ParentAgent>()?.agent;
                if (agent == null)
                {
                    continue;
                }
                meanPosition += agent.position;
            }

            if (visibleAgentsCount <= 0)
            {
                return(null);
            }

            meanPosition /= visibleAgentsCount;

            activation = 1.0f;
            return(SteeringBehaviourUtils.Flee(meanPosition, this));
        }
        protected override Vector2?CalculateForceComponentsInternal()
        {
            if (m_threat == null)
            {
                return(null);
            }

            activation = 1.0f;
            return(SteeringBehaviourUtils.Flee(m_threat.position, this));
        }
        protected override Vector2?CalculateForceComponentsInternal()
        {
            activation = 0.0f;

            if (m_sensor == null)
            {
                return(null);
            }

            var visibleObstaclesCount = m_sensor.touchingObjects.Count;

            var meanPos = Vector2.zero;

            foreach (var obstacle in m_sensor.touchingObjects)
            {
                meanPos += (Vector2)obstacle.transform.position;
            }

            activation = visibleObstaclesCount > 0 ? 1.0f : 0.0f;
            var force = visibleObstaclesCount > 0 ? SteeringBehaviourUtils.Flee(meanPos, this) : Vector2.zero;

            return(force);
        }
Esempio n. 4
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 protected override Vector2?CalculateForceComponentsInternal()
 {
     activation = 1.0f;
     return(SteeringBehaviourUtils.Flee(m_targetPosition, this));
 }