コード例 #1
0
        private void Pursue(Helper.ClosestResult target)
        {
            Vector3 targetPos = target.Character.transform.position;
            float   t         = Mathf.Sqrt(target.SqrDistance) / target.Character.Motor.maxSpeed;

            targetPos += t * target.Character.Motor.Rigidbody.velocity;
            Vector3 move = Motor.Arrive(targetPos).desiredVelocity;

            move += Separation(GameManager.Instance.EnemyGameObjects);
            move += Cohesion(GameManager.Instance.EnemyGameObjects);
            Motor.Move(move);
        }
コード例 #2
0
        private void FollowPlayer()
        {
            Character  player           = GameManager.Instance.Player;
            GameObject playerGameObject = player.gameObject;
            Vector3?   target           = player.CurrentTarget;
            Vector3    move;

            if (target.HasValue)
            {
                if (target == playerPreviousTarget && targets.Count > 0)
                {
                    FollowPath();
                    return;
                }
                playerPreviousTarget = target;
                if (Physics.Linecast(transform.position, target.Value, GameManager.Instance.GridPlane.unwalkableMask))
                {
                    List <Node> nodes = GameManager.Instance.PathFinding.process(transform.position, target.Value);
                    if (nodes == null)
                    {
                        move = Motor.Arrive(target.Value).desiredVelocity;
                    }
                    else
                    {
                        targets = new Queue <Vector3>(nodes.Select(node => node.getGridWorldPos()));
                        FollowPath();
                        return;
                    }
                }
                else
                {
                    targets.Clear();
                    move = Motor.Arrive(target.Value).desiredVelocity;
                }
            }
            else
            {
                Vector3 cohesionPos =
                    CohesionPosition(GameManager.Instance.FollowerGameObjects.Concat(new[] { playerGameObject }));
                if (((player.transform.position - cohesionPos).sqrMagnitude > sqrAllowedCohesionVariance) ||
                    Physics.Linecast(transform.position, player.transform.position,
                                     GameManager.Instance.GridPlane.unwalkableMask))
                {
                    if (player.transform.position == playerPreviousTarget && targets.Count > 0)
                    {
                        FollowPath();
                        return;
                    }
                    playerPreviousTarget = player.transform.position;
                    List <Node> nodes = GameManager.Instance.PathFinding.process(transform.position,
                                                                                 player.transform.position);
                    if (nodes == null)
                    {
                        move = Motor.Arrive(player.transform.position).desiredVelocity;
                    }
                    else
                    {
                        targets = new Queue <Vector3>(nodes.Select(node => node.getGridWorldPos()));
                        FollowPath();
                        return;
                    }
                }
                else
                {
                    move = Cohesion(cohesionPos);
                    targets.Clear();
                }
            }
            move += Separation(GameManager.Instance.FollowerGameObjects.Concat(new[] { playerGameObject }));
            Motor.Move(move);
        }