// Update is called once per frame void Update() { // 加速度(有碰撞 就避免碰撞) Vector3 accel = colAvoid.GetSteering(colAvoidSensor.targets); // 没有任何碰撞的时候就 漫游 if (accel.magnitude < 0.005f) { accel = wander.GetSteering(); } // 速度 steeringBasics.Steer(accel); // 朝向 steeringBasics.LookWhereYoureGoing(); }
void Update() { // 调试 path.draw(); // 是否原路返回 if (isAtEndOfPath()) { path.reversePath(); } // 躲避 加速度 Vector3 accel = colAvoid.GetSteering(colAvoidSensor.targets); // 不需要躲避 就沿着路径走 if (accel.magnitude < 0.005f) { accel = followPath.getSteering(path); } // 设置刚体速度 和 朝向 steeringBasics.Steer(accel); steeringBasics.LookWhereYoureGoing(); }
// Update is called once per frame void Update() { if (float.IsNaN(angularVel)) { angularVel = 0.0f; } SteeringOutput moving = new SteeringOutput(); SteeringOutput turning = new SteeringOutput(); seeking.character = this; seeking.target = aiTarget; SteeringOutput movement = new SteeringOutput(); switch (movementType) { case "Seek": moving = seeking.GetSteering(); if (moving == null) { movement.linear = Vector3.zero; } else { movement.linear = moving.linear; movement.angular = turning.angular; } break; case "Flee": flee = true; moving = seeking.GetSteering(); if (moving == null) { movement.linear = Vector3.zero; } else { movement.linear = moving.linear; movement.angular = turning.angular; } break; case "Arrive": moving = arrive.GetSteering(); if (moving == null) { movement.linear = Vector3.zero; } else { movement.linear = moving.linear; movement.angular = turning.angular; } break; case "Face": facing.target = aiTarget; facing.character = this; //moving = seeking.GetSteering(); turning = facing.GetSteering(); movement.linear = Vector3.zero; movement.angular = turning.angular; break; case "Seek Align": aligned.character = this; aligned.target = aiTarget; moving = seeking.GetSteering(); turning = aligned.GetSteering(); movement.linear = moving.linear; movement.angular = turning.angular; break; case "Seek Face": facing.character = this; facing.target = aiTarget; moving = seeking.GetSteering(); turning = facing.GetSteering(); if (moving == null) { movement.linear = Vector3.zero; } else { movement.linear = moving.linear; movement.angular = turning.angular; } break; case "Seek Look": looky.character = this; looky.target = aiTarget; //Debug.Log(looky.GetSteering()); if (looky.GetSteering() == null) { moving = seeking.GetSteering(); movement.linear = moving.linear; movement.angular = 0; } else { moving = seeking.GetSteering(); turning = looky.GetSteering(); //Debug.Log(looky.GetSteering()); movement.linear = moving.linear; movement.angular = turning.angular; } break; case "Arrive Align": aligned.character = this; aligned.target = aiTarget; moving = arrive.GetSteering(); turning = aligned.GetSteering(); if (moving == null) { movement.linear = Vector3.zero; } else { movement.linear = moving.linear; movement.angular = turning.angular; } break; case "Arrive Face": facing.character = this; facing.target = aiTarget; moving = arrive.GetSteering(); turning = facing.GetSteering(); movement.linear = moving.linear; movement.angular = turning.angular; break; case "Arrive Look": looky.character = this; //looky.target = aiTarget; arrive.character = this; arrive.target = aiTarget; moving = arrive.GetSteering(); turning = looky.GetSteering(); movement.linear = moving.linear; movement.angular = turning.angular; Debug.Log(movement.angular); break; case "Path Follow": pathFollow.path = aiTargets; pathFollow.character = this; pathFollow.maxAccel = maxAccel; pathFollow.maxSpeed = maxSpeed; pathFollow.targetRad = targetRad; pathFollow.slowRad = slowRad; moving = pathFollow.GetSteering(); movement.linear = moving.linear; break; case "Path Follow Face": pathFollow.path = aiTargets; pathFollow.character = this; pathFollow.maxAccel = maxAccel; pathFollow.maxSpeed = maxSpeed; pathFollow.targetRad = targetRad; pathFollow.slowRad = slowRad; moving = pathFollow.GetSteering(); aiTarget = pathFollow.target; facing.character = this; facing.target = aiTarget; turning = facing.GetSteering(); movement.linear = moving.linear; movement.angular = turning.angular; break; case "Separate": separate.character = this; separate.avoid = kinTargets; separate.threshold = threshold; separate.decay = decay; //separate.avoid = avoidance; moving = separate.GetSteering(); movement.linear = moving.linear; movement.angular = 0; break; case "Pursue": pursuing.character = this; pursuing.target = aiTarget; moving = pursuing.GetSteering(); movement.linear = moving.linear; movement.angular = 0; break; case "Avoidance": avoid.character = this; avoid.targets = kinTargets; kinTarget = avoid.firstTarget; moving = avoid.GetSteering(); movement.linear = moving.linear; movement.angular = 0; break; case "Obstacles": obstacles.character = this; //obstacles.target = aiTarget; looky.character = this; looky.target = obstacles.target; moving = obstacles.GetSteering(); turning = looky.GetSteering(); movement.linear = moving.linear; movement.angular = turning.angular; break; case "Flocking": arrive.character = this; arrive.target = aiTarget; arrive.maxAccel = maxAccel; arrive.maxSpeed = maxSpeed; arrive.targetRad = targetRad; arrive.slowRad = slowRad; looky.character = this; obstacles.character = this; separate.character = this; separate.avoid = kinTargets; separate.threshold = threshold; separate.decay = decay; behaviors[0] = new BehaviorAndWeight(); behaviors[0].behavior = arrive; behaviors[0].weight = 35f; behaviors[1] = new BehaviorAndWeight(); behaviors[1].behavior = separate; behaviors[1].weight = 1f; behaviors[2] = new BehaviorAndWeight(); behaviors[2].behavior = looky; behaviors[2].weight = 50f; behaviors[3] = new BehaviorAndWeight(); behaviors[3].behavior = obstacles; behaviors[3].weight = 10f; flocking.behaviors = behaviors; flocking.maxAccel = maxAccel; flocking.maxRotation = maxRot; moving = flocking.GetSteering(); movement.linear = moving.linear; movement.angular = moving.angular; break; default: facing.character = this; facing.target = aiTarget; moving = seeking.GetSteering(); turning = aligned.GetSteering(); if (moving == null) { movement.linear = Vector3.zero; } else { movement.linear = moving.linear; movement.angular = turning.angular; } break; } // Update linear and angular velocities //Debug.Log(movement.angular); linearVel += movement.linear * Time.deltaTime; angularVel += movement.angular * Time.deltaTime; //angularInc *= Mathf.Rad2Deg; transform.position += linearVel * Time.deltaTime * maxSpeed; angularInc = new Vector3(0, angularVel * Time.deltaTime * angVelMax, 0); //Debug.Log(angularInc) if (!float.IsNaN(angularInc.y)) { transform.eulerAngles += angularInc; } //Debug.Log(linearVel); if (linearVel.magnitude > maxSpeed) { linearVel.Normalize(); linearVel *= maxSpeed; } }
// Update is called once per frame void Update() { //Debug.Log(target); // Check distance to see if steering behavior should be applied to AI // float targetDist = (transform.position - target.transform.position).magnitude; // if (!DistanceActivation || targetDist >= activationRange) { } transform.position += linearVelocity * Time.deltaTime; // adding angular velocity to current transform rotation y component if (float.IsNaN(angularVelocity)) { angularVelocity = 0; } transform.eulerAngles += new Vector3(0, angularVelocity * Time.deltaTime, 0); // control to switch to proper steering behavior if (avoidObstacles) { ObstacleAvoidance avoid = new ObstacleAvoidance(); avoid.ai = this; SteeringOutput avoidForce = avoid.GetSteering(); if (avoidForce != null) { linearVelocity += avoidForce.linear; } } if (seperationObstacles.Length > 0) { Seperation seperation = new Seperation(); seperation.targets = seperationObstacles; seperation.ai = this; SteeringOutput seperateForce = seperation.GetSteering(); // check to see if steering is greater than zero and lock out control from other steering if (seperateForce.linear.magnitude > 0) { seperating = true; } else { seperating = false; } linearVelocity += seperateForce.linear * Time.deltaTime; } if (collisionAvoidance.Length > 0) { CollisionAvoidance avoidKinematic = new CollisionAvoidance(); avoidKinematic.ai = this; avoidKinematic.targets = collisionAvoidance; SteeringOutput avoidKinematicForce = avoidKinematic.GetSteering(); if (avoidKinematicForce != null) { linearVelocity += avoidKinematicForce.linear; } } switch (movementType) { case "seek": Seek mySeek = new Seek(); mySeek.ai = this; // if seek is false set seek property on class to false to activate flee mySeek.seek = true; mySeek.target = target; SteeringOutput steeringSeek = mySeek.GetSteering(); if (!seperating) { linearVelocity += steeringSeek.linear * Time.deltaTime; } if (linearVelocity.magnitude > maxSpeed) { linearVelocity.Normalize(); linearVelocity *= maxSpeed; } break; case "flee": Seek myFlee = new Seek(); myFlee.ai = this; // if seek is false set seek property on class to false to activate flee myFlee.seek = false; myFlee.target = target; SteeringOutput steeringFlee = myFlee.GetSteering(); if (!seperating) { linearVelocity += steeringFlee.linear * Time.deltaTime; } if (linearVelocity.magnitude > maxSpeed) { linearVelocity.Normalize(); linearVelocity *= maxSpeed; } break; case "arrive": Arrive myArrive = new Arrive(); myArrive.ai = this; myArrive.target = target; SteeringOutput steeringArrive = myArrive.GetSteering(); if (!seperating) { linearVelocity += steeringArrive.linear * Time.deltaTime; } break; case "pursue": Pursue myPursue = new Pursue(); myPursue.ai = this; myPursue.target = target; SteeringOutput steeringPursue = myPursue.GetSteering(); if (!seperating) { linearVelocity += steeringPursue.linear * Time.deltaTime; } if (linearVelocity.magnitude > maxSpeed) { linearVelocity.Normalize(); linearVelocity *= maxSpeed; } break; case "evade": Pursue myEvade = new Pursue(); myEvade.ai = this; myEvade.target = target; // This changes the seek flag in the parent Seek class of Pursue, sending it the flee vector instead myEvade.seek = false; SteeringOutput steeringEvade = myEvade.GetSteering(); if (!seperating) { linearVelocity += steeringEvade.linear * Time.deltaTime; } if (linearVelocity.magnitude > maxSpeed) { linearVelocity.Normalize(); linearVelocity *= maxSpeed; } break; default: // provide no input break; // If obstacles have been provided, return steering to seperate from them } switch (rotationType) { case "face": Face myFace = new Face(); myFace.ai = this; myFace.target = target; SteeringOutput steeringFace = myFace.GetSteering(); if (steeringFace != null) { // linearVelocity += steering.linear * Time.deltaTime; angularVelocity += steeringFace.angular * Time.deltaTime; } break; case "align": Align myAlign = new Align(); myAlign.ai = this; myAlign.target = target; SteeringOutput steeringAlign = myAlign.GetSteering(); if (steeringAlign != null) { //linearVelocity += steering.linear * Time.deltaTime; angularVelocity += steeringAlign.angular * Time.deltaTime; } break; case "look": LookWhereGoing myLook = new LookWhereGoing(); myLook.ai = this; myLook.target = target; SteeringOutput steeringLook = myLook.GetSteering(); if (steeringLook != null) { //linearVelocity += steering.linear * Time.deltaTime; angularVelocity += steeringLook.angular * Time.deltaTime; } break; default: //provide no input break; } }
void Update() { SteeringOutput movementSteering; //SteeringOutput lookSteering; //Update position and rotation transform.position += linearVelocity * Time.deltaTime; Vector3 angularIncrement = new Vector3(0, angularVelocity * Time.deltaTime, 0); transform.eulerAngles += angularIncrement; switch (moveType) { case SteeringType.Pursue: movementSteering = pursueAI.GetSteering(); break; case SteeringType.Evade: movementSteering = evadeAI.GetSteering(); break; case SteeringType.FollowPath: movementSteering = followAI.GetSteering(); break; case SteeringType.Seek: movementSteering = seekAI.GetSteering(); break; case SteeringType.Flee: movementSteering = fleeAI.GetSteering(); break; case SteeringType.Seperation: movementSteering = seperationAI.GetSteering(); break; case SteeringType.Arrive: movementSteering = arriveAI.GetSteering(); break; case SteeringType.CollisionAvoidance: movementSteering = avoidAI.GetSteering(); break; case SteeringType.ObstacleAvoidance: movementSteering = obstacleAI.GetSteering(); break; default: movementSteering = new SteeringOutput(); break; } if (movementSteering != null) { linearVelocity += movementSteering.linear * Time.deltaTime; //angularVelocity += movementSteering.angular * Time.deltaTime; } switch (lookType) { case LookType.None: break; case LookType.Align: lookSteering = alignAI.GetSteering(); break; case LookType.Face: lookSteering = faceAI.GetSteering(); break; case LookType.LookWhereGoing: lookSteering = lookAI.GetSteering(); break; default: lookSteering = alignAI.GetSteering(); break; } if (lookSteering != null) { angularVelocity += lookSteering.angular * Time.deltaTime; } //Update kinematic reference with complex data it can't get by itself kinematic.GetData(movementSteering); kinematic.GetData(lookSteering); }