コード例 #1
0
        void UpdateDestination(Vector3 destination)
        {
            Vector3 delta = MoveDestination - destination;

            if (delta.Length() > 0.01f) // Only recalculate path when the target position is different
            {
                // Generate a new path using the navigation component
                pathToDestination.Clear();

                if (Navigation.TryFindPath(destination, pathToDestination))
                {
                    // Skip the points that are too close to the enemy
                    WaypointIndex = 0;

                    while (!ReachedDestination && (CurrentWaypoint - Entity.Transform.WorldMatrix.TranslationVector).Length() < 0.25f)
                    {
                        WaypointIndex++;
                    }

                    // If this path still contains more points, set the enemy to running
                    if (!ReachedDestination)
                    {
                        IsRunning       = true;
                        MoveDestination = destination;
                    }
                }
                else
                {
                    // Could not find a path to the target location
                    pathToDestination.Clear();
                    HaltMovement();
                }
            }
        }
コード例 #2
0
        private void UpdateDestination(Vector3 destination)
        {
            Vector3 delta = moveDestination - destination;

            if (delta.Length() > 0.01f) // Only recalculate path when the target position is different
            {
                pathToDestination.Clear();
                if (navigation.TryFindPath(destination, pathToDestination))
                {
                    // Skip the points that are too close to the player
                    waypointIndex = 0;
                    while (!ReachedDestination && (CurrentWaypoint - Entity.Transform.WorldMatrix.TranslationVector).Length() < 0.25f)
                    {
                        waypointIndex++;
                    }

                    if (!ReachedDestination)
                    {
                        isRunning       = true;
                        moveDestination = destination;
                    }
                }
                else
                {
                    // Could not find a path to the target location
                    pathToDestination.Clear();
                    HaltMovement();
                }
            }
        }
コード例 #3
0
        /// <summary>
        /// Tries to move towards the target position using the attached NavigationComponent asynchronously
        /// </summary>
        /// <param name="targetPosition"></param>
        /// <returns></returns>
        protected IEnumerator <Vector3> Move(Vector3 targetPosition)
        {
            NavigationComponent navigationComponent = Entity.Get <NavigationComponent>();

            List <Vector3> pathPoints = new List <Vector3>();

            if (navigationComponent == null || navigationComponent.NavigationMesh == null)
            {
                pathPoints = new List <Vector3> {
                    Entity.Transform.WorldMatrix.TranslationVector, targetPosition
                };
            }
            else
            {
                if (!navigationComponent.TryFindPath(targetPosition, pathPoints))
                {
                    yield break;
                }
            }

            Path     navigationPath = new Path(pathPoints.ToArray());
            Waypoint nextWaypoint   = navigationPath.Waypoints[0];

            while (nextWaypoint != null)
            {
                Vector3 targetSpeed = Vector3.Zero;
                if (!Drone.Stunned)
                {
                    // Move towards target when having a waypoint
                    Vector3 dir = nextWaypoint.Position - Entity.Transform.WorldMatrix.TranslationVector;
                    dir.Y = 0;
                    var dist = dir.Length();

                    if (dist < MoveThreshold)
                    {
                        nextWaypoint = nextWaypoint.Next;
                        continue;
                    }

                    dir.Normalize();
                    Drone.UpdateBodyRotation(dir);

                    targetSpeed = dir * Drone.MaximumSpeed;
                    float dt            = (float)Game.UpdateTime.Elapsed.TotalSeconds;
                    var   estimatedDist = targetSpeed.Length() * dt;
                    if (estimatedDist > dist)
                    {
                        targetSpeed = dir * (dist / dt);
                    }
                }
                Drone.SetMovement(targetSpeed);
                yield return(nextWaypoint.Position);
            }

            // Stop when done moving
            Drone.SetMovement(Vector3.Zero);
        }