コード例 #1
0
        private Vector3 followerPositionAt(FormationType formation, int index)
        {
            switch (formation)
            {
            case FormationType.Square:
            {
                var right = Vector3.Cross(Direction, Vector3.up);

                Vector3 position;

                switch (index)
                {
                case 0: position = transform.position - (right + Direction).normalized * Square.Distance; break;

                case 1: position = transform.position - (-right + Direction).normalized * Square.Distance; break;

                default: position = transform.position - Direction * Square.Distance * index; break;
                }

                var ideal = position;

                AIUtil.GetClosestStandablePosition(ref position);

                var closest    = Vector3.zero;
                var hasClosest = false;
                var minDist    = 0f;

                for (int i = 0; i < _followers.Count; i++)
                {
                    var dist = Vector3.Distance(_followers[i].transform.position, ideal);

                    if (_followers[i]._obstacle != null && _followers[i]._obstacle.enabled && dist <= _followers[i]._obstacle.radius + float.Epsilon)
                    {
                        dist = 0;
                    }

                    if (!hasClosest || dist < minDist)
                    {
                        closest    = _followers[i].transform.position;
                        minDist    = dist;
                        hasClosest = true;
                    }
                }

                if (hasClosest && Vector3.Distance(position, ideal) > minDist)
                {
                    position = closest;
                }

                return(position);
            }

            case FormationType.Line:
                return(_line[index]);

            default:
                Debug.Assert(false);
                return(Vector3.zero);
            }
        }
コード例 #2
0
ファイル: AIAssault.cs プロジェクト: 329258385/War-of-Free
        private void runTo(Vector3 position)
        {
            if (_isKeepingCloseTo && Vector3.Distance(position, _keepCloseTo.Position) > _keepCloseTo.Distance)
            {
                position = _keepCloseTo.Position + (position - _keepCloseTo.Position).normalized * _keepCloseTo.Distance;
            }

            if (AIUtil.GetClosestStandablePosition(ref position))
            {
                Message("ToRunTo", position);
            }
            else
            {
                OnPositionUnreachable(position);
            }
        }
コード例 #3
0
ファイル: AIAssault.cs プロジェクト: 329258385/War-of-Free
        /// <summary>
        /// Notified by the brains of a new threat position.
        /// </summary>
        public void OnThreatPosition(Vector3 position)
        {
            if (!_isAssaulting || !isActiveAndEnabled)
            {
                return;
            }

            _threatPosition = position;

            if (Vector3.Distance(position, _targetPosition) > 0.5f)
            {
                _targetPosition = position;

                if (AIUtil.GetClosestStandablePosition(ref position))
                {
                    Message("ToRunTo", position);
                }
                else
                {
                    OnPositionUnreachable(position);
                }
            }
        }
コード例 #4
0
        private void Update()
        {
            if ((Disabler != null && Disabler.activeSelf) || EventSystem.current.IsPointerOverGameObject())
            {
                hideMarker();
                hideOutline(ref _targetOutline);
                hideSphere();

                if (Target == null)
                {
                    hideOutline(ref _performerOutline);
                }
                else
                {
                    showOutline(ref _performerOutline, Target, SelectColor);
                }

                return;
            }

            var camera = _camera;

            if (camera == null)
            {
                camera = Camera.main;
            }
            if (camera == null)
            {
                return;
            }

            var mouse = Input.mousePosition;

            mouse.z = camera.nearClipPlane;

            var near = camera.ScreenToWorldPoint(mouse);

            mouse.z = camera.farClipPlane;
            var far = camera.ScreenToWorldPoint(mouse);

            var hit         = Util.GetClosestNonActorHit(near, far, 1);
            var targetActor = AIUtil.FindClosestActorIncludingDead(hit, 0.7f);

            var isMouseDown = Input.GetMouseButtonDown(0);

            if (Target == null)
            {
                if (targetActor != null && targetActor.Side == Side && targetActor.IsAlive)
                {
                    showOutline(ref _performerOutline, targetActor, PickColor);

                    if (isMouseDown)
                    {
                        Target      = targetActor;
                        isMouseDown = false;
                    }
                }
                else
                {
                    hideOutline(ref _performerOutline);
                }
            }
            else if (Target != null)
            {
                showOutline(ref _performerOutline, Target, SelectColor);
            }
            else
            {
                hideOutline(ref _performerOutline);
            }

            AIActions targetActions = null;

            if (Target != null)
            {
                targetActions = Target.GetComponent <AIActions>();
            }

            if (targetActions)
            {
                var target = hit;
                AIUtil.GetClosestStandablePosition(ref target);

                var isActor    = targetActor != null;
                var isSelf     = isActor && targetActor == Target;
                var isAlly     = isActor && targetActor.Side == Target.Side;
                var isEnemy    = isActor && targetActor.Side != Target.Side;
                var isDead     = isActor && !targetActor.IsAlive;
                var isLocation = Vector3.Distance(target, hit) < 0.5f;

                AIAction action           = null;
                var      isTargetingActor = false;

                if (_forcedAction != null)
                {
                    if (_forcedAction.CanTargetGround && isLocation)
                    {
                        action = _forcedAction;
                    }
                    else if ((!isDead || !_forcedAction.ShouldIgnoreDead) &&
                             ((isSelf && _forcedAction.CanTargetSelf) ||
                              (isAlly && _forcedAction.CanTargetAlly) ||
                              (isEnemy && _forcedAction.CanTargetEnemy)))
                    {
                        action           = _forcedAction;
                        isTargetingActor = true;
                    }
                }
                else
                {
                    for (int i = 0; i < targetActions.Actions.Length; i++)
                    {
                        var a = targetActions.Actions[i];

                        if (a.CanTargetGround && isLocation)
                        {
                            action = a;
                            break;
                        }
                        else if ((!isDead || !a.ShouldIgnoreDead) &&
                                 ((isSelf && a.CanTargetSelf) ||
                                  (isAlly && a.CanTargetAlly) ||
                                  (isEnemy && a.CanTargetEnemy)))
                        {
                            action           = a;
                            isTargetingActor = true;
                            break;
                        }
                    }
                }

                if (action != null)
                {
                    if (isTargetingActor)
                    {
                        if (isSelf)
                        {
                            hideOutline(ref _performerOutline);
                        }

                        showOutline(ref _targetOutline, targetActor, action.UIColor);
                        hideMarker();
                        hideSphere();
                    }
                    else
                    {
                        if (action.UIRadius > 0.001f)
                        {
                            showSphere(target, action.UIColor, action.UIRadius);
                            hideOutline(ref _targetOutline);
                            hideMarker();
                        }
                        else
                        {
                            showMarker(target, action.UIColor);
                            hideOutline(ref _targetOutline);
                            hideSphere();
                        }
                    }
                }

                if (isMouseDown)
                {
                    isMouseDown = false;

                    if (action != null)
                    {
                        if (action.CanTargetGround)
                        {
                            targetActions.Execute(action, target);
                        }
                        else
                        {
                            targetActions.Execute(action, targetActor);
                        }

                        if (_forcedAction != null)
                        {
                            _forcedAction = null;
                        }
                    }

                    Target = null;
                }
                else if (Input.GetMouseButtonDown(1))
                {
                    Target = null;
                }
            }
            else
            {
                hideOutline(ref _targetOutline);
                hideMarker();
                hideSphere();
            }
        }