protected override Vector3 CalculateForce() { if (_quarry == null) { this.enabled = false; return(Vector3.zero); } var force = Vector3.zero; var offset = _quarry.Position - Vehicle.Position; var distance = offset.magnitude; var radius = Vehicle.ScaledRadius + _quarry.ScaledRadius + _acceptableDistance; if (distance > radius) { Vector3 unitOffset = offset / distance; // how parallel are the paths of "this" and the quarry // (1 means parallel, 0 is pependicular, -1 is anti-parallel) float parallelness = Vector3.Dot(transform.forward, _quarry.transform.forward); // how "forward" is the direction to the quarry // (1 means dead ahead, 0 is directly to the side, -1 is straight back) float forwardness = Vector3.Dot(transform.forward, unitOffset); float directTravelTime = distance / Vehicle.Speed; int f = OpenSteerUtility.intervalComparison(forwardness, -0.707f, 0.707f); int p = OpenSteerUtility.intervalComparison(parallelness, -0.707f, 0.707f); float timeFactor = 0; // to be filled in below // Break the pursuit into nine cases, the cross product of the // quarry being [ahead, aside, or behind] us and heading // [parallel, perpendicular, or anti-parallel] to us. switch (f) { case +1: switch (p) { case +1: // ahead, parallel timeFactor = 4; break; case 0: // ahead, perpendicular timeFactor = 1.8f; break; case -1: // ahead, anti-parallel timeFactor = 0.85f; break; } break; case 0: switch (p) { case +1: // aside, parallel timeFactor = 1; break; case 0: // aside, perpendicular timeFactor = 0.8f; break; case -1: // aside, anti-parallel timeFactor = 4; break; } break; case -1: switch (p) { case +1: // behind, parallel timeFactor = 0.5f; break; case 0: // behind, perpendicular timeFactor = 2; break; case -1: // behind, anti-parallel timeFactor = 2; break; } break; } // estimated time until intercept of quarry float et = directTravelTime * timeFactor; float etl = (et > _maxPredictionTime) ? _maxPredictionTime : et; // estimated position of quarry at intercept Vector3 target = _quarry.PredictFuturePosition(etl); force = Vehicle.GetSeekVector(target, _slowDownOnApproach); #if ANNOTATE_PURSUIT Debug.DrawRay(Vehicle.Position, force, Color.blue); Debug.DrawLine(Quarry.Position, target, Color.cyan); Debug.DrawRay(target, Vector3.up * 4, Color.cyan); #endif } return(force); }