예제 #1
0
        public void DrawOwnerGizmos()
        {
                        #if UNITY_EDITOR
            Vector3 _owner_pos = m_Owner.transform.position;
            _owner_pos.y = GetLevel();

            CustomGizmos.Triangle(_owner_pos, m_Owner.transform.forward, 2, 35);

            if (m_creature_control.Creature.Move.FieldOfView > 0)
            {
                float _angle    = m_creature_control.Creature.Move.FieldOfView;
                float _distance = m_creature_control.Creature.Move.VisualRange;

                if (_distance == 0)
                {
                    _distance = 1.5f;
                }

                float _degree = CustomGizmos.GetBestDegrees(_distance, _angle);
                CustomGizmos.ArrowArc(m_Owner.transform, _distance, _degree, -_angle, _angle, GetLevel());

                if (_angle < 180)
                {
                    Vector3 _left_pos  = Tools.GetDirectionPosition(m_Owner.transform, -_angle, _distance);
                    Vector3 _right_pos = Tools.GetDirectionPosition(m_Owner.transform, _angle, _distance);

                    CustomGizmos.OffsetPath(m_Owner.transform.position, 2, _left_pos, 1);
                    CustomGizmos.OffsetPath(m_Owner.transform.position, 2, _right_pos, 1);
                }
            }

            if (m_creature_control.Creature.Move.GroundOrientation == GroundOrientationType.NONE || m_creature_control.Creature.Move.GroundOrientation == GroundOrientationType.QUADRUPED)
            {
                if (m_creature_control.Creature.Move.GroundOrientationPlus)
                {
                    UnityEditor.Handles.CubeCap(0, m_creature_control.Creature.Move.FrontLeftPositionGround, m_Owner.transform.rotation, 0.1f);
                    UnityEditor.Handles.CubeCap(0, m_creature_control.Creature.Move.BackLeftPositionGround, m_Owner.transform.rotation, 0.1f);
                    UnityEditor.Handles.CubeCap(0, m_creature_control.Creature.Move.FrontRightPositionGround, m_Owner.transform.rotation, 0.1f);
                    UnityEditor.Handles.CubeCap(0, m_creature_control.Creature.Move.BackRightPositionGround, m_Owner.transform.rotation, 0.1f);

                    Gizmos.DrawLine(m_creature_control.Creature.Move.FrontLeftPositionGround, m_creature_control.Creature.Move.FrontLeftPosition);
                    Gizmos.DrawLine(m_creature_control.Creature.Move.BackLeftPositionGround, m_creature_control.Creature.Move.BackLeftPosition);
                    Gizmos.DrawLine(m_creature_control.Creature.Move.FrontRightPositionGround, m_creature_control.Creature.Move.FrontRightPosition);
                    Gizmos.DrawLine(m_creature_control.Creature.Move.BackRightPositionGround, m_creature_control.Creature.Move.BackRightPosition);

                    UnityEditor.Handles.CubeCap(0, m_creature_control.Creature.Move.FrontLeftPosition, m_Owner.transform.rotation, 0.1f);
                    UnityEditor.Handles.CubeCap(0, m_creature_control.Creature.Move.BackLeftPosition, m_Owner.transform.rotation, 0.1f);
                    UnityEditor.Handles.CubeCap(0, m_creature_control.Creature.Move.FrontRightPosition, m_Owner.transform.rotation, 0.1f);
                    UnityEditor.Handles.CubeCap(0, m_creature_control.Creature.Move.BackRightPosition, m_Owner.transform.rotation, 0.1f);
                }
            }
                        #endif
        }
예제 #2
0
        public void DrawMoveGizmos()
        {
                        #if UNITY_EDITOR
            if (m_Owner == null || m_creature_control.Creature.Move.CurrentTarget == null)
            {
                return;
            }

            TargetObject _target = m_creature_control.Creature.Move.CurrentTarget;

            Vector3 _move_position         = m_creature_control.Creature.Move.MovePosition;
            Vector3 _target_move_position  = _target.TargetMovePosition;
            float   _move_stop_distance    = m_creature_control.Creature.Move.CurrentMove.MoveStopDistance;
            float   _move_lateral_variance = m_creature_control.Creature.Move.CurrentMove.MoveLateralVariance;

            Vector3 _owner_pos = m_Owner.transform.position;
            _owner_pos.y            = GetLevel();
            _move_position.y        = GetLevel();
            _target_move_position.y = GetLevel();



            CustomGizmos.OffsetPath(_owner_pos, 2, _move_position, _move_stop_distance);      // PATH FROM CREATURE TO NEXT MOVE POSITION
            CustomGizmos.Circle(_move_position, _move_stop_distance, 5, false);               // STOP DISTANCE RANGE

            if (m_creature_control.Creature.Move.CurrentMove.Type != MoveType.ESCAPE)
            {
                CustomGizmos.OffsetPath(_move_position, _move_stop_distance, _target_move_position, _target.TargetStopDistance);                      // PATH NEXT MOVE POSITION TO TARGET MOVE POSITION
            }
            if (_move_lateral_variance > 0)
            {
                float _max_range = _move_stop_distance + _move_lateral_variance;

                CustomGizmos.ZickZackCircle(_move_position, _move_lateral_variance, "", false); // RANDOM RANGE
                CustomGizmos.Circle(_move_position, _max_range, 5, true);                       // MAX MOVE RANGE
            }
                        #endif
        }
예제 #3
0
        /// <summary>
        /// Draws the interaction.
        /// </summary>
        public void DrawInteraction()
        {
            if (CreatureControl.Creature.Interaction.Interactors.Count == 0 || ShowInteractor == false)
            {
                return;
            }

            for (int i = 0; i < CreatureControl.Creature.Interaction.Interactors.Count; i++)
            {
                InteractorObject _interactor = CreatureControl.Creature.Interaction.Interactors[i];

                if (!_interactor.Enabled)
                {
                    continue;
                }

                List <GameObject> _target_game_objects = GetCreaturesByName(_interactor.Name);

                if (_target_game_objects != null && _target_game_objects.Count > 0)
                {
                    foreach (GameObject _target_game_object in _target_game_objects)
                    {
                        Vector3 _interactor_pos = _target_game_object.transform.position;

                        TargetObject _target = new TargetObject(TargetType.INTERACTOR);

                        _target.TargetGameObject = _target_game_object;
                        _target.BehaviourModeKey = _interactor.BehaviourModeKey;
                        _target.Selectors.Copy(_interactor.Selectors);
                        _target.UpdateOffset(_interactor.DefaultOffset);
                        _target.TargetStopDistance          = _interactor.DefaultStopDistance;
                        _target.TargetRandomRange           = _interactor.DefaultRandomRange;
                        _target.TargetSmoothingMultiplier   = 0;                      //_interactor.DefaultSmoothingMultiplier; // TODO:REWORK TargetSmoothingMultiplier
                        _target.TargetIgnoreLevelDifference = _interactor.DefaultIgnoreLevelDifference;

                        DrawTargetGizmos(_target);

                        // DIRECTION
                        CustomGizmos.Arrow(_target.TargetPosition, _target.TargetDirection * _target.TargetStopDistance, 0.5f, 20);

                        Vector3 _last_move_position = _target.TargetMovePosition;
                        float   _last_stop_distance = _target.TargetStopDistance;

                        _last_move_position.y = GetLevel();

                        Color _default_color = Gizmos.color;
                        Color _target_color  = (_target.Active?ActiveTargetColor:TargetColor);

                        foreach (InteractorRuleObject _rule in _interactor.Rules)
                        {
                            if (!_rule.Enabled)
                            {
                                continue;
                            }

                            _target = new TargetObject(TargetType.INTERACTOR);

                            _target.TargetGameObject = _target_game_object;
                            _target.BehaviourModeKey = _rule.BehaviourModeKey;
                            _target.Selectors.Copy(_rule.Selectors);

                            _target.UpdateOffset(_interactor.DefaultOffset);
                            _target.TargetStopDistance          = _interactor.DefaultStopDistance;
                            _target.TargetRandomRange           = _interactor.DefaultRandomRange;
                            _target.TargetSmoothingMultiplier   = 0;                          //_interactor.DefaultSmoothingMultiplier; // TODO:REWORK TargetSmoothingMultiplier
                            _target.TargetIgnoreLevelDifference = _interactor.DefaultIgnoreLevelDifference;

                            if (_rule.OverrideTargetMovePosition)
                            {
                                _target.UpdateOffset(_rule.Offset);
                                _target.TargetStopDistance          = _rule.StopDistance;
                                _target.TargetRandomRange           = _rule.RandomRange;
                                _target.TargetSmoothingMultiplier   = 0;
                                _target.TargetIgnoreLevelDifference = _rule.IgnoreLevelDifference;
                            }

                            DrawTargetGizmos(_target);

                            Vector3 _move_position = _target.TargetMovePosition;
                            _move_position.y = GetLevel();

                            Gizmos.color = _target_color;
                            if (_last_move_position != Vector3.zero)
                            {
                                CustomGizmos.OffsetPath(_last_move_position, _last_stop_distance, _move_position, _target.TargetStopDistance, true);
                            }

                            _last_stop_distance = _target.TargetStopDistance;
                            _last_move_position = _move_position;
                        }

                        Gizmos.color = _target_color;
                        if (_last_move_position != Vector3.zero)
                        {
                            CustomGizmos.OffsetPath(_last_move_position, _last_stop_distance, _interactor_pos, 0, false);
                        }

                        Gizmos.color = _default_color;
                        //CustomGizmos.OffsetPath( _default_data.OffsetPosition, _default_data.StopDistance, _interactor_pos, 0 );
                    }
                }
            }
        }
예제 #4
0
        private void DrawBehaviourModeRuleGizmos(TargetObject _target, BehaviourModeRuleObject _rule)
        {
                        #if UNITY_EDITOR
            if (_target == null || _target.IsValid == false || _rule == null)
            {
                return;
            }

            Vector3 _owner_position         = m_Owner.transform.position;
            Vector3 _target_pos             = _target.TargetPosition;
            Vector3 _target_move_position   = _target.TargetMovePosition;
            float   _target_stop_distance   = _target.TargetStopDistance;
            float   _target_selection_range = _target.Selectors.SelectionRange;
            //float _target_selection_angle = _target.Selectors.SelectionAngle;

            DrawOwnerGizmos();

            if (Application.isPlaying)
            {
                DrawPathGizmos();
                DrawMoveGizmos();
            }

            float _level = GetLevel();

            _owner_position.y       = _level;
            _target_pos.y           = _level;
            _target_move_position.y = _level;

            if (_rule.Move.Type == MoveType.DEFAULT)
            {
            }
            else if (_rule.Move.Type == MoveType.AVOID)
            {
                MoveContainer _move = _rule.Move;
                //float _radius = _target_selection_range  + 0.25f;// _move.Avoid.MaxAvoidDistance;//( _target_selection_range / 2 ) + 0.25f;
                //float _angle = _move.Avoid.MaxDirectionAngle;

                Gizmos.color = MoveAvoidColor;
                UnityEditor.Handles.color = Gizmos.color;

                //DrawDirectionAngle( m_Owner.transform, _radius, _angle );
                //DrawDirectionAngle( _target.TargetGameObject.transform, _radius, _angle );

                Vector3 _right           = Vector3.Cross(_target.TargetGameObject.transform.up, _target.TargetGameObject.transform.forward);
                Vector3 _avoid_pos_right = _target_pos + (_right * _move.Avoid.AvoidDistance);
                Vector3 _avoid_pos_left  = _target_pos + (_right * -_move.Avoid.AvoidDistance);

                CustomGizmos.OffsetPath(_target_pos, 0, _avoid_pos_right, _move.MoveStopDistance);
                CustomGizmos.DottedCircle(_avoid_pos_right, _move.MoveStopDistance, 5, 2);
                CustomGizmos.OffsetPath(_target_pos, 0, _avoid_pos_left, _move.MoveStopDistance);
                CustomGizmos.DottedCircle(_avoid_pos_left, _move.MoveStopDistance, 5, 2);

                if (Application.isPlaying)
                {
                    /*
                     * Gizmos.color = Color.blue;
                     * Gizmos.DrawLine( _target_pos, CreatureControl.Creature.Move.AvoidMovePosition );
                     * Gizmos.color = Color.red;
                     * Gizmos.DrawLine( _target_pos, CreatureControl.Creature.Move.MovePosition );
                     */
                }
            }
            else if (_rule.Move.Type == MoveType.ESCAPE)
            {
                MoveContainer _move             = _rule.Move;
                float         _inner_radius     = (_target_selection_range / 2) + 0.25f;
                float         _outer_radius     = _inner_radius + _rule.Move.MoveSegmentLength;
                float         _outer_radius_max = _inner_radius + _rule.Move.MoveSegmentLengthMax;
                float         _outer_radius_min = _inner_radius + _rule.Move.MoveSegmentLengthMin;

                float _inner_angle = 0;
                float _outer_angle = _inner_angle + _move.Escape.RandomEscapeAngle;

                Gizmos.color = MoveEscapeColor;

                Vector3 _left_inner_pos  = Tools.GetDirectionPosition(_target.TargetGameObject.transform, -_inner_angle, _inner_radius);
                Vector3 _right_inner_pos = Tools.GetDirectionPosition(_target.TargetGameObject.transform, _inner_angle, _inner_radius);
                Vector3 _left_outer_pos  = Tools.GetDirectionPosition(_target.TargetGameObject.transform, -_outer_angle, _outer_radius);
                Vector3 _right_outer_pos = Tools.GetDirectionPosition(_target.TargetGameObject.transform, _outer_angle, _outer_radius);

                _target_pos.y      = _level;
                _left_inner_pos.y  = _level;
                _right_inner_pos.y = _level;
                _left_outer_pos.y  = _level;
                _right_outer_pos.y = _level;

                Gizmos.DrawLine(_target_pos, _left_inner_pos);
                Gizmos.DrawLine(_target_pos, _right_inner_pos);

                Gizmos.DrawLine(_left_inner_pos, _left_outer_pos);
                Gizmos.DrawLine(_right_inner_pos, _right_outer_pos);

                CustomGizmos.Arc(_target.TargetGameObject.transform, _inner_radius, 1, -_inner_angle, _inner_angle, _level, false);
                CustomGizmos.Arc(_target.TargetGameObject.transform, _outer_radius, 1, -_outer_angle, _outer_angle, _level, false);

                CustomGizmos.Arc(_target.TargetGameObject.transform, _outer_radius_min, 1, -_outer_angle, _outer_angle, _level, true);
                CustomGizmos.Arc(_target.TargetGameObject.transform, _outer_radius_max, 1, -_outer_angle, _outer_angle, _level, true);

                // DENGER ZONE BEGIN
                _inner_radius += 0.25f;
                float _degree = CustomGizmos.GetBestDegrees(_inner_radius, _inner_angle);
                CustomGizmos.ArrowArc(_target.TargetGameObject.transform, _inner_radius, _degree, -_inner_angle, _inner_angle, _level);

                Transform _target_transform = _target.TargetGameObject.transform;
                Vector3   _center           = _target_transform.position;
                Vector3   _center_pos       = Tools.GetDirectionPosition(_target_transform, 0, _inner_radius + (_inner_radius / 10));
                Vector3   _left_pos         = Tools.GetDirectionPosition(_target_transform, -_inner_angle, _inner_radius);
                Vector3   _right_pos        = Tools.GetDirectionPosition(_target_transform, _inner_angle, _inner_radius);

                _center.y     = _level;
                _center_pos.y = _level;
                _left_pos.y   = _level;
                _right_pos.y  = _level;

                Gizmos.DrawLine(_center, _center_pos);
                Gizmos.DrawLine(_center, _left_pos);
                Gizmos.DrawLine(_center, _right_pos);
            }
            else if (_rule.Move.Type == MoveType.ORBIT)
            {
                MoveContainer _move    = _rule.Move;
                float         _degrees = CreatureControl.Creature.Move.OrbitDegrees;
                float         _radius  = _move.Orbit.Radius;

                if (Application.isPlaying)
                {
                    _move   = CreatureControl.Creature.Move.CurrentMove;
                    _radius = CreatureControl.Creature.Move.OrbitRadius;
                }

                Gizmos.color = MoveOrbitColor;
                CustomGizmos.Orbit(m_Owner.transform.position, _target_move_position, _radius, _degrees, _move.Orbit.RadiusShift, _move.Orbit.MinDistance, _move.Orbit.MaxDistance, _level);
            }
            else if (_rule.Move.Type == MoveType.DETOUR)
            {
                Vector3 _detour_pos = _rule.Move.Detour.Position;

                _detour_pos.y = _level;

                Gizmos.color = MoveDetourColor;
                CustomGizmos.OffsetPath(_detour_pos, _rule.Move.MoveStopDistance, _target_move_position, _target_stop_distance);
                CustomGizmos.Circle(_detour_pos, _rule.Move.MoveStopDistance, 5, false);                   // STOP DISTANCE RANGE
                //DrawMoveGizmos( Vector3 _initial_position, Vector3 _move_position, float _stop_distance, float _random_range, Vector3 _target_position, float _target_stop_distance )
            }
                        #endif
        }
예제 #5
0
        /// <summary>
        /// Draws the patrol.
        /// </summary>
        public void DrawPatrol()
        {
            if (!CreatureControl.Creature.Missions.Patrol.TargetReady() || ShowPatrol == false)
            {
                return;
            }

            TargetObject _target = null;
            Vector3      _target_move_position = Vector3.zero;
            float        _target_stop_distance = 0;

            WaypointObject _last_waypoint_target = CreatureControl.Creature.Missions.Patrol.Waypoints.GetLastValidWaypoint();

            Vector3 _last_target_move_position = Vector3.zero;
            float   _last_target_stop_distance = 0;

            if (_last_waypoint_target != null)
            {
                _last_target_move_position   = _last_waypoint_target.TargetMovePosition;
                _last_target_move_position.y = GetLevel();
                _last_target_stop_distance   = _last_waypoint_target.TargetStopDistance;
            }

            for (int i = 0; i < CreatureControl.Creature.Missions.Patrol.Waypoints.Waypoints.Count; i++)
            {
                _target = (TargetObject)CreatureControl.Creature.Missions.Patrol.Waypoints.Waypoints[i];

                if (_target.IsValid == false)
                {
                    continue;
                }

                _target_move_position   = _target.TargetMovePosition;
                _target_move_position.y = GetLevel();
                _target_stop_distance   = _target.TargetStopDistance;

                if (CreatureControl.Creature.Missions.Patrol.Waypoints.Waypoints[i].Enabled)
                {
                    DrawTargetGizmos(_target);

                    Color _default_color = Gizmos.color;
                    Gizmos.color = MoveProjectedPathColor;
                    CustomGizmos.OffsetPath(_last_target_move_position, _last_target_stop_distance, _target_move_position, _target_stop_distance);
                    Gizmos.color = _default_color;

                    _last_target_move_position = _target_move_position;
                    _last_target_stop_distance = _target_stop_distance;
                }
                else
                {
                    Color _color = TargetColor;
                    _color.a = 0.25f;
                    DrawTargetGizmos(_target, _color);
                }

                if (!Application.isPlaying)
                {
                    BehaviourModeObject _mode = null;
                    _mode = CreatureControl.Creature.Behaviour.GetBehaviourModeByKey(CreatureControl.Creature.Missions.Patrol.GetBehaviourModeTravelByIndex(i));
                    DrawBehaviourModeGizmos(_target, _mode);

                    _mode = CreatureControl.Creature.Behaviour.GetBehaviourModeByKey(CreatureControl.Creature.Missions.Patrol.GetBehaviourModePatrolByIndex(i));
                    DrawBehaviourModeGizmos(_target, _mode);

                    _mode = CreatureControl.Creature.Behaviour.GetBehaviourModeByKey(CreatureControl.Creature.Missions.Patrol.GetBehaviourModeLeisureByIndex(i));
                    DrawBehaviourModeGizmos(_target, _mode);

                    _mode = CreatureControl.Creature.Behaviour.GetBehaviourModeByKey(CreatureControl.Creature.Missions.Patrol.GetBehaviourModeRendezvousByIndex(i));
                    DrawBehaviourModeGizmos(_target, _mode);
                }
            }
        }