コード例 #1
0
        private void ComputeAStarForSteering()
        {
            Node npcNode    = NavigationGraph.GetClosestNode(NpcManager.transform.position);
            Node playerNode = NavigationGraph.GetClosestNode(_playerData.LastSeenPosition);

            List <Node> path = Pathfinding.Astar(npcNode, playerNode);

            if (path == null || path.Count < 1)
            {
                Debug.Log(npcNode);
                return;
            }

            _currentTargetLocation = path[NpcGlobalVariables.NextElementInPath].position;
        }
コード例 #2
0
ファイル: FlockManager.cs プロジェクト: Aleoris/DRUNK
        private void Update()
        {
            if (_agents.Count < 1)
            {
                return;
            }

            if (_agentReachedNode || !Node.CanSeeNode(NavigationGraph.GetClosestNode(_currentTargetLocation),
                                                      GetPositionOfClosestAgent()))
            {
                ComputeAStarForFlock();
                _agentReachedNode = false;
            }

            MoveAgents();
        }
コード例 #3
0
ファイル: FlockManager.cs プロジェクト: Aleoris/DRUNK
        private void ComputeAStarForFlock()
        {
            Node npcNode    = NavigationGraph.GetClosestNode(GetPositionOfClosestAgent());
            Node playerNode = NavigationGraph.GetClosestNode(_playerData.LastSeenPosition);

            List <Node> path = Pathfinding.Astar(npcNode, playerNode);

            pathTest = path;

            if (path == null)
            {
                Debug.Log($"The A* path is null. Last seen player position is {_playerData.LastSeenPosition}");
            }

            if (path.Count < 2)
            {
                _currentTargetLocation = _playerData.LastSeenPosition;
            }
            else
            {
                _currentTargetLocation = path[NpcGlobalVariables.NextElementInPath].position;
            }
        }
コード例 #4
0
ファイル: WanderState.cs プロジェクト: Aleoris/DRUNK
        private void FindNewTarget()
        {
            Vector3 npcPosition = NpcManager.transform.position;
            Vector3 npcVelocity = NpcManager.Rigidbody.velocity;

            Vector3 circlePosition = npcPosition +
                                     Vector3.Normalize(npcVelocity) * NpcGlobalVariables.WanderCircleDistance;

            Vector3 target = circlePosition + Random.insideUnitSphere * NpcGlobalVariables.WanderCircleRadius;

            target.y = 0;

            Node currentNode = NavigationGraph.GetClosestNode(npcPosition);
            Node targetNode  = NavigationGraph.GetClosestNode(target);

            try
            {
                _pathToTarget = new Queue <Node>(Pathfinding.Astar(currentNode, targetNode));
            }
            catch (Exception)
            {
                Debug.Log(NpcManager.name + " tried to go on a separated graph. Will stay Idle.");
                NpcManager.GetComponent <NPCStateMachine>().StartIdle();
            }

            if (_pathToTarget == null || _pathToTarget.Count < 1)
            {
                NpcManager.GetComponent <NPCStateMachine>().StartIdle();
                return;
            }

            _currentTargetNode   = _pathToTarget.Dequeue().position;
            _currentTargetNode.y = 0;

            _reachedTarget = false;
        }
コード例 #5
0
    // Check for new links inside the cluster
    public bool CheckNewLinks(List <Node> cluster, bool canCreateNew = true)
    {
        bool addedNewNodes = false;

        foreach (var node in cluster.ToArray())
        {
            // The ToArray is to iterate over a copy of the list, and so we can add new items while iterating
            Vector3 tmp_dir = (node.position - position);
            float   dist    = tmp_dir.magnitude;

            if (CanSeeNode(node, dist, tmp_dir))
            {
                // If we can see the node, link the 2 nodes together


                // // Uncoment theses 2 lines to keep the graph simple with big links.
                // // Will generate faster, but will be less precise for AI movement
                // AddLink(node, dist);
                // continue;

                // if dist > nodesMaxDistance, add in between nodes
                if (dist > NavigationGraph.maxLinkLength && dist < NavigationGraph.nodesMaxDistance && canCreateNew && false) // Disable this for now
                {
                    int     nb  = (int)(dist / NavigationGraph.maxLinkLength);                                                // compute nb of nodes to add
                    Vector3 dir = (node.position - position).normalized;
                    float   intermediateDist = dist / (nb + 1);                                                               // distance between nodes
                    Node    prev             = this;                                                                          // Keep track of the previous node to add in between links

                    while (nb > 0)
                    {
                        Vector3 pos = prev.position + dir * intermediateDist;
                        Node    tmp = NavigationGraph.CreateNode(pos, cluster);

                        if (tmp == null)
                        {
                            // If we fail creating an intermediate node, try to use the closest one
                            Node close = NavigationGraph.GetClosestNode(pos);

                            if (close != null && (close.position - pos).magnitude < NavigationGraph.wallOffset)
                            {
                                tmp = close;
                            }
                            else
                            {
                                // if we can't have a close node, just keep a long link and don't bother more
                                prev.AddLink(node);
                                break;
                            }
                        }

                        addedNewNodes = true;
                        // No need to raycast to check the link : we already did one before on a longest distance
                        // (we already know that the fartest nodes can see each other)
                        tmp.AddLink(prev);
                        prev = tmp;
                        nb--;
                    }

                    prev.AddLink(node); // don't forget to link the last node
                }
                else if (dist < NavigationGraph.nodesMaxDistance)
                {
                    AddLink(node, dist);
                }
            }
        }

        return(addedNewNodes);
    }