コード例 #1
0
		/** Called during either Update or FixedUpdate depending on if rigidbodies are used for movement or not */
		protected override void MovementUpdateInternal (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) {
			// a = v/t, should probably expose as a variable
			float acceleration = maxSpeed / 0.4f;

			if (updatePosition) {
				// Get our current position. We read from transform.position as few times as possible as it is relatively slow
				// (at least compared to a local variable)
				simulatedPosition = tr.position;
			}
			if (updateRotation) simulatedRotation = tr.rotation;

			var currentPosition = simulatedPosition;

			// Update which point we are moving towards
			interpolator.MoveToCircleIntersection2D(currentPosition, pickNextWaypointDist, movementPlane);
			var dir = movementPlane.ToPlane(steeringTarget - currentPosition);

			// Calculate the distance to the end of the path
			float distanceToEnd = dir.magnitude + Mathf.Max(0, interpolator.remainingDistance);

			// Check if we have reached the target
			var prevTargetReached = reachedEndOfPath;
			reachedEndOfPath = distanceToEnd <= endReachedDistance && interpolator.valid;
			if (!prevTargetReached && reachedEndOfPath) OnTargetReached();
			float slowdown;

			// Check if we have a valid path to follow and some other script has not stopped the character
			if (interpolator.valid && !isStopped) {
				// How fast to move depending on the distance to the destination.
				// Move slower as the character gets closer to the destination.
				// This is always a value between 0 and 1.
				slowdown = distanceToEnd < slowdownDistance ? Mathf.Sqrt(distanceToEnd / slowdownDistance) : 1;

				if (reachedEndOfPath && whenCloseToDestination == CloseToDestinationMode.Stop) {
					// Slow down as quickly as possible
					velocity2D -= Vector2.ClampMagnitude(velocity2D, acceleration * deltaTime);
				} else {
					velocity2D += MovementUtilities.CalculateAccelerationToReachPoint(dir, dir.normalized*maxSpeed, velocity2D, acceleration, maxSpeed) * deltaTime;
				}
			} else {
				slowdown = 1;
				// Slow down as quickly as possible
				velocity2D -= Vector2.ClampMagnitude(velocity2D, acceleration * deltaTime);
			}

			velocity2D = MovementUtilities.ClampVelocity(velocity2D, maxSpeed, slowdown, slowWhenNotFacingTarget, movementPlane.ToPlane(rotationIn2D ? tr.up : tr.forward));

			ApplyGravity(deltaTime);

			if (rvoController != null && rvoController.enabled) {
				// Send a message to the RVOController that we want to move
				// with this velocity. In the next simulation step, this
				// velocity will be processed and it will be fed back to the
				// rvo controller and finally it will be used by this script
				// when calling the CalculateMovementDelta method below

				// Make sure that we don't move further than to the end point
				// of the path. If the RVO simulation FPS is low and we did
				// not do this, the agent might overshoot the target a lot.
				var rvoTarget = currentPosition + movementPlane.ToWorld(Vector2.ClampMagnitude(velocity2D, distanceToEnd), 0f);
				rvoController.SetTarget(rvoTarget, velocity2D.magnitude, maxSpeed);
			}

			// Set how much the agent wants to move during this frame
			var delta2D = lastDeltaPosition = CalculateDeltaToMoveThisFrame(movementPlane.ToPlane(currentPosition), distanceToEnd, deltaTime);
			nextPosition = currentPosition + movementPlane.ToWorld(delta2D, verticalVelocity * lastDeltaTime);
			CalculateNextRotation(slowdown, out nextRotation);
		}