public override bool BehaviourUpdate()
        {
            if (!base.BehaviourUpdate())
            {
                return(false);
            }

            if (formationTarget == null)
            {
                return(false);
            }

            // Get the target position
            Vector3 targetPos = formationTarget.TransformPoint(formationOffset);

            // Calculate the target to orient the ship toward. As the ship approaches the formation target
            // position, it must orient itself toward a point far ahead in space to prevent oscillation.
            float   turnTowardAmount  = Mathf.Clamp(Vector3.Distance(rBody.position, targetPos) / turnTowardDistance, 0, 1);
            Vector3 steeringTargetPos = turnTowardAmount * targetPos + (1 - turnTowardAmount) * (targetPos + formationTarget.forward * 1000);

            // Steer
            Maneuvring.TurnToward(rBody.transform, steeringTargetPos, maxRotationAngles, shipPIDController.steeringPIDController);
            engines.SetRotationThrottleValues(shipPIDController.GetSteeringControlValues());

            // Move
            Maneuvring.TranslateToward(rBody, targetPos, shipPIDController.movementPIDController);
            Debug.DrawLine(rBody.transform.position, targetPos, Color.red);
            engines.SetTranslationThrottleValues(shipPIDController.GetMovementControlValues());

            return(true);
        }
Esempio n. 2
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        /// <summary>
        /// Called every frame to update this behavor when it is running.
        /// </summary>
        public override bool BehaviourUpdate()
        {
            if (weapons.WeaponsTargetSelector == null || weapons.WeaponsTargetSelector.SelectedTarget == null)
            {
                return(false);
            }

            UpdateDecisionInfo();

            UpdateFiring();

            // Attack

            Vector3 perpendicularTargetDirection = Quaternion.Euler(0f, 90f, 0f) * decisionInfo.toTargetVector;

            float broadsideAmount = Mathf.Clamp(2 - (decisionInfo.distanceToTarget / broadsideDistanceToTarget), 0, 1);

            // Update the steering target
            Vector3 steeringTarget = vehicle.transform.position + (broadsideAmount * perpendicularTargetDirection + (1 - broadsideAmount) * decisionInfo.toTargetVector);

            // Used to make the ship slow down as it approaches the target
            float amountOfEngageDistance = (decisionInfo.distanceToTarget - minMaxEngageDistance.x) / (minMaxEngageDistance.y - minMaxEngageDistance.x);

            // Set the throttle values
            float forwardThrottleAmount = Mathf.Clamp(amountOfEngageDistance, 0.25f, 1);

            Maneuvring.TurnToward(vehicle.transform, steeringTarget, maxRotationAngles, shipPIDController.steeringPIDController);
            engines.SetRotationThrottleValues(shipPIDController.steeringPIDController.GetControlValues());
            engines.SetTranslationThrottleValues(new Vector3(0f, 0f, forwardThrottleAmount));

            return(true);
        }
Esempio n. 3
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        public override bool BehaviourUpdate()
        {
            if (!base.BehaviourUpdate())
            {
                return(false);
            }

            if (patrolRoute == null || patrolRoute.PatrolTargets.Count == 0)
            {
                return(false);
            }

            //Look for patrol route
            if (Vector3.Distance(vehicle.transform.position, patrolRoute.PatrolTargets[patrolTargetIndex].position) < maxPatrolTargetArrivalDistance)
            {
                patrolTargetIndex++;
                if (patrolTargetIndex >= patrolRoute.PatrolTargets.Count)
                {
                    patrolTargetIndex = 0;
                }
            }

            Maneuvring.TurnToward(vehicle.transform, patrolRoute.PatrolTargets[patrolTargetIndex].position, maxRotationAngles, shipPIDController.steeringPIDController);
            engines.SetRotationThrottleValues(shipPIDController.steeringPIDController.GetControlValues());

            engines.SetTranslationThrottleValues(new Vector3(0, 0, patrolThrottle));

            return(true);
        }
Esempio n. 4
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        /// <summary>
        /// Stop the input.
        /// </summary>
        public override void StopInput()
        {
            base.StopInput();

            // Reset the space vehicle engines to idle
            if (spaceVehicleEngines != null)
            {
                // Set steering to zero
                rotationInputs = Vector3.zero;
                spaceVehicleEngines.SetRotationThrottleValues(rotationInputs);

                // Set movement to zero
                translationInputs = Vector3.zero;
                spaceVehicleEngines.SetTranslationThrottleValues(translationInputs);

                // Set boost to zero
                boostInputs = Vector3.zero;
                spaceVehicleEngines.SetBoostThrottleValues(boostInputs);
            }
        }
        /// <summary>
        /// Update the behaviour.
        /// </summary>
        public override bool BehaviourUpdate()
        {
            if (!base.BehaviourUpdate())
            {
                return(false);
            }

            if (weapons.WeaponsTargetSelector == null || weapons.WeaponsTargetSelector.SelectedTarget == null)
            {
                return(false);
            }

            Vector3 targetPos      = weapons.WeaponsTargetSelector.SelectedTarget.transform.position;
            Vector3 toTargetVector = targetPos - vehicle.transform.position;

            // Do primary weapons
            bool canFirePrimary = Vector3.Angle(vehicle.transform.forward, toTargetVector) < maxFiringAngle && toTargetVector.magnitude < maxFiringDistance;

            if (canFirePrimary)
            {
                // Fire in bursts
                if (Time.time - primaryWeaponActionStartTime > primaryWeaponActionPeriod)
                {
                    SetPrimaryWeaponAction(!primaryWeaponFiring);
                }
            }
            else
            {
                SetPrimaryWeaponAction(false);
            }

            // Do the secondary weapons
            if (weapons.TargetLockers.Count > 0 && weapons.TargetLockers[0].LockState == LockState.Locked)
            {
                if (Time.time - secondaryWeaponActionStartTime > secondaryWeaponActionPeriod)
                {
                    triggerablesManager.TriggerOnce(1);
                    secondaryWeaponActionPeriod    = Random.Range(minMaxSecondaryFiringInterval.x, minMaxSecondaryFiringInterval.y);
                    secondaryWeaponActionStartTime = Time.time;
                }
            }

            // Turn toward target
            Maneuvring.TurnToward(vehicle.transform, targetPos, maxRotationAngles, shipPIDController.steeringPIDController);
            engines.SetRotationThrottleValues(shipPIDController.steeringPIDController.GetControlValues());

            Maneuvring.TranslateToward(rBody, targetPos, shipPIDController.movementPIDController);
            engines.SetTranslationThrottleValues(shipPIDController.movementPIDController.GetControlValues());

            return(true);
        }
Esempio n. 6
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        // Update is called once per frame
        void Update()
        {
            // Turn toward the lead target position
            if (targetLeader.Target != null)
            {
                // Set the target leader's intercept speed as the current missile speed
                targetLeader.InterceptSpeed = engines.GetCurrentMaxSpeedByAxis(false).z;

                Vector3 toTargetVector        = targetLeader.Target.transform.position - transform.position;
                Vector3 adjustedLeadTargetPos = transform.position + (targetLeader.LeadTargetPosition - transform.position).normalized * toTargetVector.magnitude;

                float   leadTargetAngle = Vector3.Angle(toTargetVector, adjustedLeadTargetPos - transform.position);
                float   amount          = Mathf.Clamp(maxLeadTargetAngle / leadTargetAngle, 0, 1);
                Vector3 nextTargetPos   = amount * adjustedLeadTargetPos + (1 - amount) * targetLeader.Target.transform.position;

                Maneuvring.TurnToward(transform, nextTargetPos, maxRotationAngles, steeringPIDController);
                engines.SetRotationThrottleValues(steeringPIDController.GetControlValues());
            }
            else
            {
                engines.SetRotationThrottleValues(Vector3.zero);
            }
        }
        // Set the control values for the vehicle
        void SetControlValues()
        {
            // Values to be passed to the ship
            float pitch = 0;
            float yaw   = 0;
            float roll  = 0;

            Vector3 flattenedForward = new Vector3(engines.transform.forward.x, 0f, engines.transform.forward.z).normalized;

            Maneuvring.TurnToward(engines.transform, engines.transform.position + flattenedForward, new Vector3(0f, 360f, 0f), shipPIDController.steeringPIDController);

            pitch = shipPIDController.steeringPIDController.GetControlValue(PIDController3D.Axis.X);
            roll  = shipPIDController.steeringPIDController.GetControlValue(PIDController3D.Axis.Z);

            yaw = -yawInput.FloatValue();


            // ************************** Throttle ******************************

            Vector3 nextTranslationInputs = engines.TranslationThrottleValues;

            if (throttleUpInput.Pressed())
            {
                nextTranslationInputs.z += throttleSensitivity.z * Time.deltaTime;
            }
            else if (throttleDownInput.Pressed())
            {
                nextTranslationInputs.z -= throttleSensitivity.z * Time.deltaTime;
            }

            // Left / right movement
            nextTranslationInputs.x = strafeHorizontalInput.FloatValue();

            // Up / down movement
            nextTranslationInputs.y = strafeVerticalInput.FloatValue();
            engines.SetTranslationThrottleValues(nextTranslationInputs);


            if (boostInput.Down())
            {
                engines.SetBoostThrottleValues(new Vector3(0f, 0f, 1f));
            }
            else if (boostInput.Up())
            {
                engines.SetBoostThrottleValues(Vector3.zero);
            }

            engines.SetRotationThrottleValues(new Vector3(pitch, yaw, roll));
        }
        public override bool BehaviourUpdate()
        {
            if (!base.BehaviourUpdate())
            {
                return(false);
            }

            // Add a weave to the evade path
            Vector3 targetDirection = Weave(evadeDirection, weaveSpeed, weaveRadius);

            Maneuvring.TurnToward(vehicle.transform, vehicle.transform.position + targetDirection, maxRotationAngles, shipPIDController.steeringPIDController);
            engines.SetRotationThrottleValues(shipPIDController.steeringPIDController.GetControlValues());

            engines.SetTranslationThrottleValues(new Vector3(0, 0, 1));

            return(true);
        }
Esempio n. 9
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        /// <summary>
        /// Called by the control script every frame when this behaviour is running.
        /// </summary>
        public override bool BehaviourUpdate()
        {
            // Do collision avoidance
            float obstacleScanDistance = vehicle.CachedRigidbody.velocity.magnitude * minMaxCollisionReactionTime.y;

            RaycastHit[] hits = Physics.SphereCastAll(vehicle.transform.position, sphereCastRadius,
                                                      vehicle.CachedRigidbody.velocity.normalized, obstacleScanDistance);

            UpdateObstacleData(hits);

            if (obstacleAvoidanceStrength < 0.01f)
            {
                return(false);
            }
            else
            {
                Maneuvring.TurnToward(vehicle.transform, vehicle.transform.position + obstacleAvoidanceDirection, maxRotationAngles,
                                      shipPIDController.steeringPIDController);

                engines.SetRotationThrottleValues(shipPIDController.steeringPIDController.GetControlValues());

                return(true);
            }
        }