コード例 #1
0
    void Start()
    {
        _previousState        = _states.currentState;
        _currentSmellDistance = 0f;
        UpdatePheromoneSensor();

        // Repeadetly prune destroyed pheromones.
        InvokeRepeating("PruneDeletedPheromones", 20.0f, 10.0f);
    }
コード例 #2
0
    // Use this for initialization
    void Start()
    {
        currentState = EAntStates.Idle;

        // Enable /  disable components as necessary
        randomWalk.enabled          = true;
        harvesting.enabled          = false;
        pheromonePlacement.enabled  = false;
        pheromonePerception.enabled = true;
        returnToBase.enabled        = false;
        combat.enabled = false;
    }
コード例 #3
0
    /**
     * Updates the movement direction (see NavAgentHelper) according to the
     * pheromones located near the agent.
     *
     * Combat/Harvest pheromones are only taken into account, if the task of the agent
     * is combat and harvest respectively.
     *
     * Also: Combat/Harvest pheromones are ignored in certain states. Repellant pheromones
     * are taken into account in every state.
     */
    void Update()
    {
        _currentSmellAngleCos = Mathf.Cos(_agentConfiguration.smellAngle);

        UpdatePheromoneSensor();

        Vector3 attractionDirection = new Vector3();

        if (_states.IsIdling())
        {
            _previousState = EAntStates.Idle;
        }

        // Only take harvest/combat pheromones into account if the agent is idling or following pheromones.
        if (_states.IsIdling() || _states.IsFollowingPheromone())
        {
            if (_states.GetTask() == EAntTasks.HarvestFood && _previousState != EAntStates.ReturnToBase)
            {
                attractionDirection = AggregateMovementDirection(EPheromoneTypes.Food);
            }
            else if (_states.GetTask() == EAntTasks.Attack)
            {
                attractionDirection = AggregateMovementDirection(EPheromoneTypes.Attack);
            }
        }

        // Always take repellant pheromones into account.
        Vector3 repulsionDirection = AggregateMovementDirection(EPheromoneTypes.Repellant);

        // If pheromones influence movement direction, set this direction and switch
        // to pheromone following state if necessary.
        if (attractionDirection.sqrMagnitude > 0f || repulsionDirection.sqrMagnitude > 0f)
        {
            _navHelper.SetDirection(0.01f * attractionDirection + 0.99f * repulsionDirection);

            if (!_states.IsFollowingPheromone())
            {
                // Save the current state so we can restore status quo lateron.
                _previousState       = _states.currentState;
                _states.currentState = EAntStates.FollowPheromone;
            }
        }
        // Switch back to previous state, if no longer following pheromones.
        else if (_states.IsFollowingPheromone())
        {
            _states.currentState = _previousState;
        }

//		Debug.DrawLine (transform.position, transform.position + Quaternion.Euler(0f, GlobalAntConfiguration.smellAngle * Mathf.Rad2Deg, 0f) * transform.forward * _currentSmellDistance);
//		Debug.DrawLine (transform.position, transform.position + Quaternion.Euler(0f, -GlobalAntConfiguration.smellAngle * Mathf.Rad2Deg, 0f) * transform.forward * _currentSmellDistance);
    }
コード例 #4
0
    /**
     * Translate given state into a color code.
     */
    public static Color ColorEncode(EAntStates state)
    {
        switch (state)
        {
        case EAntStates.Idle: return(Color.white);

        case EAntStates.Harvesting: return(Color.blue);

        case EAntStates.ReturnToBase: return(new Color(184, 110, 0));

        case EAntStates.FollowPheromone: return(Color.green);

        case EAntStates.Combat: return(Color.red);

        default: return(Color.magenta);
        }
    }
コード例 #5
0
    /**
     * Translate a given state to a human readable name.
     */
    public static string StateToString(EAntStates state)
    {
        switch (state)
        {
        case EAntStates.Idle: return("Random walk");

        case EAntStates.Harvesting: return("Harvesting");

        case EAntStates.ReturnToBase: return("Back to Base");

        case EAntStates.FollowPheromone: return("Reacting to Pheromones");

        case EAntStates.Combat: return("In combat");

        default: return("n/a");
        }
    }