コード例 #1
0
    public void setFlowField(FlowField flowField)
    {
        if (this.flowField == null)
        {
            FlowField.AddUnit(this.transform.position, this.separationRadius, this.separationFactor);
        }

        this.flowField = flowField;


        //this.flowField.AddSeparation( this.transform.position, this.separationRadius, this.separationFactor );
        //this.flowField.AddSeparation( this.transform.position, this.cohesionRadius, this.cohesionFactor );
    }
コード例 #2
0
ファイル: FlowField.cs プロジェクト: david-pop/TSBK03-Project
 public static void RemoveUnit(Vector3 pos, float radius, float factor)
 {
     FlowField.AddUnit(pos, radius, -factor);
 }
コード例 #3
0
    // Update is called once per frame
    void Update()
    {
        /*if (Random.Range(0.0f, 1.0f) < 0.001) {
         *      Vector3 goal = this.transform.position + new Vector3( Random.Range(-10, 11), 0, Random.Range(-10, 11) );
         *
         *      FlowField ff = new FlowField(goal.x, goal.z);
         *
         *      Vector3 p = this.transform.position;
         *      ff.Generate((int)p.x, (int)p.z);
         *
         *      this.setFlowField(ff);
         * }*/


        if (this.flowField != null)
        {
            FlowField.RemoveUnit(this.transform.position, this.separationRadius, this.separationFactor);


            //this.flowField.AddSeparation( this.transform.position, this.separationRadius, -this.separationFactor );
            //this.flowField.AddSeparation( this.transform.position, this.cohesionRadius, -this.cohesionFactor );

            Vector3 dir = this.flowField.GetDirection(this.transform.position);
            this.velocity += 0.5f * dir;
            this.velocity  = Mathf.Min(this.velocity.magnitude * 0.9f, this.speed) * this.velocity.normalized;

            /*
             *          this.transform.position = Vector3.MoveTowards(
             *                  this.transform.position,
             *                  this.transform.position + this.velocity.normalized,
             *                  this.velocity.magnitude * Time.deltaTime
             *          );
             */
            float unitX = this.transform.position.x;
            float unitZ = this.transform.position.z;

            float newUnitX = unitX + this.velocity.x * Time.deltaTime;
            float newUnitZ = unitZ + this.velocity.z * Time.deltaTime;

            Vector3 radVec = this.velocity.normalized * unitRadius;

            float testUnitX = newUnitX + radVec.x;
            float testUnitZ = newUnitZ + radVec.z;



            if (WorldManager.Instance.worldGrid[(int)testUnitX, (int)unitZ] != 0)
            {
                newUnitX = Mathf.Max((int)testUnitX, (int)unitX) - radVec.x;
            }

            if (WorldManager.Instance.worldGrid[(int)unitX, (int)testUnitZ] != 0)
            {
                newUnitZ = Mathf.Max((int)testUnitZ, (int)unitZ) - radVec.z;
            }

            if (WorldManager.Instance.worldGrid[(int)unitX, (int)testUnitZ] == 0 &&
                WorldManager.Instance.worldGrid[(int)testUnitX, (int)unitZ] == 0 &&
                WorldManager.Instance.worldGrid[(int)testUnitX, (int)testUnitZ] != 0
                )
            {
                newUnitX = Mathf.Max((int)testUnitX, (int)unitX) - radVec.x;
                newUnitZ = Mathf.Max((int)testUnitZ, (int)unitZ) - radVec.z;
            }

            //else if (WorldManager.Instance.worldGrid[(int)testUnitX, (int)testUnitZ] != 0)
            //{
            //    newUnitX = Mathf.Max((int)testUnitX, (int)unitX) - radVec.x;
            //    newUnitZ = Mathf.Max((int)testUnitZ, (int)unitZ) - radVec.z;
            //}

            this.transform.position = new Vector3(newUnitX, this.transform.position.y, newUnitZ);


            FlowField.AddUnit(this.transform.position, this.separationRadius, this.separationFactor);

            //this.flowField.AddSeparation( this.transform.position, this.separationRadius, this.separationFactor );
            //this.flowField.AddSeparation( this.transform.position, this.cohesionRadius, this.cohesionFactor );

            if (this.velocity.sqrMagnitude > 0.001)
            {
                this.transform.forward = this.velocity;
            }
            else
            {
                /*
                 * this.flowField.AddSeparation( this.transform.position, this.separationRadius, -this.separationFactor );
                 * this.flowField.AddSeparation( this.transform.position, this.cohesionRadius, -this.cohesionFactor );
                 * this.flowField = null;
                 */
            }
        }
    }