Пример #1
0
    void Update()
    {
        if (isDead)
        {
            return;
        }

        oldPosition = transform.position;

        //Check if the puppy is dying
        if (animator.GetBool("IsDead"))
        {
            StartCoroutine(Die());
            return;
        }

        Steering();

        if (currentSpeed.magnitude > speed)
        {
            currentSpeed = currentSpeed.normalized * speed;
        }

        //Check if the movement direction has changed
        FlipSprite();

        // Calculate new position
        Vector2 newPos = new Vector2(transform.position.x, transform.position.y) + currentSpeed * Time.deltaTime;

        // Update position
        transform.position = new Vector3(newPos.x, newPos.y, 0.0f);

        GridAI.GetInstance().UpdatePosition(this.gameObject, oldPosition, newPos);
    }
Пример #2
0
 private void Awake()
 {
     // ensrue that the first time the position is written
     GridAI.GetInstance().InitializePosition(this.gameObject, transform.position);
 }
Пример #3
0
    void Steering()
    {
        currentPos = transform.position;
        playerPos  = player.transform.position;

        distanceVector = playerPos - currentPos;

        distanceVector.Normalize();

        if (Vector2.Distance(currentPos, playerPos) < detectionArea && aiStats.IsAvoidingPlayer) // Follow/flee player
        {
            desiredSpeed = distanceVector * speed;

            Vector3 aux = Quaternion.Euler(0, 0, 90) * desiredSpeed.normalized;

            desiredSpeed = aux * speed * fleeDir;
        }
        else if (!isWandering)
        {
            StartCoroutine(Wander(wanderTime));
        }

        separationVector = new Vector2(0.0f, 0.0f);

        /*foreach (GameObject p in aiManager.AIList)
         * {
         *  distance = currentPos - new Vector2(p.transform.position.x, p.transform.position.y);
         *  if (distance.magnitude <= area)
         *  {
         *      separationVector += distance;
         *  }
         * }*/

        // Get the closest positions of Grid to separate
        //foreach (GameObject go in GridAI.GetInstance().GetClosePositions(currentPos))
        foreach (GameObject go in GridAI.GetInstance().GetClosePositions(currentPos, area))
        {
            distance          = currentPos - new Vector2(go.transform.position.x, go.transform.position.y);
            separationVector += distance;
        }

        Vector3 auxPerp = Quaternion.Euler(0, 0, 90) * currentSpeed.normalized;

        Vector2 perpendicular = new Vector2(auxPerp.x, auxPerp.y);

        perpendicular.Normalize();


        // Check sides possible collision
        rightSide = currentPos + perpendicular * 0.7f;
        Vector2 leftSide = currentPos - perpendicular * 0.7f;

        Debug.DrawLine(rightSide, rightSide + currentSpeed.normalized * 3.0f, Color.yellow);
        Debug.DrawLine(leftSide, leftSide + currentSpeed.normalized * 3.0f, Color.yellow);

        Vector2      wallAvoidance = new Vector2(0.0f, 0.0f);
        RaycastHit2D rightHit      = Physics2D.Raycast(rightSide, currentSpeed.normalized, wallAvoidDistance);
        RaycastHit2D leftHit       = Physics2D.Raycast(leftSide, currentSpeed.normalized, wallAvoidDistance);

        if (rightHit.collider != null && rightHit.transform.gameObject.tag != "AI" &&
            rightHit.transform.gameObject.tag != "Player")
        {
            wallAvoidance = currentSpeed - 2 * Vector2.Dot(currentSpeed, rightHit.normal) * rightHit.normal;
        }
        else if (leftHit.collider != null && leftHit.transform.gameObject.tag != "AI" &&
                 leftHit.transform.gameObject.tag != "Player")
        {
            wallAvoidance = currentSpeed - 2 * Vector2.Dot(currentSpeed, leftHit.normal) * leftHit.normal;
        }

        currentSpeed = currentSpeed + separationVector + wallAvoidance / 2.0f;

        steering      = desiredSpeed - currentSpeed;
        currentSpeed += steering * Time.deltaTime;
    }
Пример #4
0
 private void OnDestroy()
 {
     GridAI.GetInstance().RemoveFromGrid(this.gameObject);
 }
Пример #5
0
    void Steering()
    {
        currentPos = transform.position;
        playerPos  = player.transform.position;

        Color color = Color.red;

        distanceVector = playerPos - currentPos;

        distanceVector.Normalize();

        if (Vector2.Distance(currentPos, playerPos) > detectionArea) // Follow/flee player
        {
            if (!wandering)
            {
                StartCoroutine(Wander(wanderTime));
            }
            else
            {
                color = Color.green;
            }
        }
        else
        {
            desiredSpeed = distanceVector * speed;
            if (player.GetComponent <PlayerStats>().Smell)
            {
                color = Color.yellow;
                Vector3 aux = Quaternion.Euler(0, 0, 90) * desiredSpeed.normalized;

                desiredSpeed = aux * speed * fleeDir;
            }
        }

        separationVector = new Vector2(0.0f, 0.0f);

        // iterate all elements in array

        /*foreach (GameObject p in aiManager.AIList)
         * {
         *  distance = currentPos - new Vector2(p.transform.position.x, p.transform.position.y);
         *  if(distance.magnitude <= area)
         *  {
         *      separationVector += distance;
         *  }
         * }*/

        /*
         * int i = 0;
         * Collider2D[] overlap = Physics2D.OverlapCircleAll(transform.position, area, LayerMask.NameToLayer("AI"));
         * foreach(Collider2D c in overlap)
         * {
         *  i += 1;
         *  distance = currentPos - new Vector2(c.transform.position.x, c.transform.position.y);
         *  separationVector += distance;
         *
         * }
         */

        // Get the closest positions to steer
        //foreach (GameObject go in GridAI.GetInstance().GetClosePositions(currentPos))
        foreach (GameObject go in GridAI.GetInstance().GetClosePositions(currentPos, area))
        {
            distance          = currentPos - new Vector2(go.transform.position.x, go.transform.position.y);
            separationVector += distance;
        }

        Vector3 auxPerp = Quaternion.Euler(0, 0, 90) * currentSpeed.normalized;

        Vector2 perpendicular = new Vector2(auxPerp.x, auxPerp.y);

        perpendicular.Normalize();


        // Check sides possible collision
        rightSide = currentPos + perpendicular * 0.7f;
        leftSide  = currentPos - perpendicular * 0.7f;
        Debug.DrawLine(rightSide, rightSide + currentSpeed.normalized * 6.0f, color);
        Debug.DrawLine(leftSide, leftSide + currentSpeed.normalized * 6.0f, color);

        wallAvoidance = new Vector2(0.0f, 0.0f);
        RaycastHit2D rightHit = Physics2D.Raycast(rightSide, currentSpeed.normalized, wallAvoidDistance);
        RaycastHit2D leftHit  = Physics2D.Raycast(leftSide, currentSpeed.normalized, wallAvoidDistance);

        if (rightHit.collider != null && rightHit.transform.gameObject.tag != "AI" &&
            rightHit.transform.gameObject.tag != "Player")
        {
            wallAvoidance = currentSpeed - 2 * Vector2.Dot(currentSpeed, rightHit.normal) * rightHit.normal;
            //Debug.DrawLine(rightHit.point, rightHit.point + wallAvoidance.normalized * 1.5f, Color.green);
        }
        else if (leftHit.collider != null && leftHit.transform.gameObject.tag != "AI" &&
                 leftHit.transform.gameObject.tag != "Player")
        {
            wallAvoidance = currentSpeed - 2 * Vector2.Dot(currentSpeed, leftHit.normal) * leftHit.normal;
            //Debug.DrawLine(leftHit.point, leftHit.point + wallAvoidance.normalized * 1.5f, Color.green);
        }

        currentSpeed = currentSpeed + separationVector + wallAvoidance;

        steering      = desiredSpeed - currentSpeed;
        currentSpeed += steering * Time.deltaTime;
    }