コード例 #1
0
    // Update is called once per frame
    void Update()
    {
        if (transform.position != TargetPosition)
        {
            transform.position = Vector3.Lerp(transform.position, TargetPosition, Time.deltaTime * 50.0f);
        }
        else
        {
            if (CurrentNode < smoothPath.Count - 1)
            {
                ++CurrentNode;
                TargetPosition = ExportNavMeshToObj.ToUnityVector(smoothPath[CurrentNode]);
            }
        }

        if (crowd != null)
        {
            //Agent[] agents = new Agent[crowd.GetAgentCount()];
            for (int i = 0; i < crowd.GetAgentCount(); ++i)
            {
                lastPosition[i] = crowd.GetAgent(i).Position;
                //agents[i] = crowd.GetAgent(i);
            }

            //crowd.UpdateTopologyOptimization(agents, crowd.GetAgentCount(), Time.deltaTime);
            crowd.Update(Time.deltaTime);

            for (int i = 0; i < crowd.GetAgentCount(); ++i)
            {
                try
                {
                    //Debug.DrawLine(ExportNavMeshToObj.ToUnityVector(lastPosition[i]), ExportNavMeshToObj.ToUnityVector(crowd.GetAgent(i).Position), Color.green, 1);
                    mob[i].transform.position = ExportNavMeshToObj.ToUnityVector(crowd.GetAgent(i).Position);
                }
                catch
                {
                }
            }
        }

        if (Application.platform == RuntimePlatform.WindowsEditor)
        {   // 현재 플랫폼이 Window 에디터인지
            if (Input.GetMouseButtonDown(0))
            {
                Vector3 p = Input.mousePosition;

                Ray cast = Camera.main.ScreenPointToRay(Input.mousePosition);


                // Mouse의 포지션을 Ray cast 로 변환



                UnityEngine.RaycastHit hit;
                if (Physics.Raycast(cast, out hit))
                {
                    Debug.Log($"hit x {hit.point.x}, y {hit.point.y}, z {hit.point.z}");
                    var newPt = navMeshQuery.FindNearestPoly(ExportNavMeshToObj.ToSharpVector(hit.point), new SVector3 {
                        X = 10, Y = 10, Z = 10
                    });

                    for (int i = 0; i < crowd.GetAgentCount(); ++i)
                    {
                        NavPoint targetPt;
                        navMeshQuery.FindRandomPointAroundCircle(ref newPt, 3, out targetPt);

                        Debug.Log($"agent{i} : x {targetPt.Position.X}, y {targetPt.Position.Y}, z {targetPt.Position.Z}");

                        crowd.GetAgent(i).RequestMoveTarget(targetPt.Polygon, targetPt.Position);
                    }
                    crowd.UpdateMoveRequest();
                } // RayCast
            }     // Mouse Click
        }
    }