示例#1
0
    public Vector3 AccelerationStep(AIMovementPriority priority, float maxAcceleration, Vector3 lowPriorityAcceleration)
    {
        if (!enabled || Target == null)
        {
            return(lowPriorityAcceleration);
        }

        //float absoluteMaxVelocity = Mathf.Sqrt(2 * maxAcceleration * (MaxPreferredDistance - MinPreferredDistance));
        Vector3 relativeTargetPosition     = Target.transform.position - transform.position;
        float   targetDistance             = relativeTargetPosition.magnitude;
        Vector3 targetDirection            = relativeTargetPosition / targetDistance;
        float   targetVelocityComponent    = Vector3.Dot(targetDirection, rigidbody.velocity);
        Vector3 nonTargetVelocityComponent = rigidbody.velocity - targetVelocityComponent * targetDirection;

        float boundaryDistance;
        float sign;
        bool  accel;

        if (targetDistance < MinPreferredDistance)
        {
            boundaryDistance = MaxPreferredDistance - targetDistance;
            sign             = -1;
            accel            = true;
        }
        else if (targetDistance > MaxPreferredDistance)
        {
            boundaryDistance = targetDistance - MinPreferredDistance;
            sign             = 1;
            accel            = true;
        }
        else if (targetVelocityComponent < 0)
        {
            boundaryDistance = MaxPreferredDistance - targetDistance;
            sign             = 1;
            accel            = false;
        }
        else
        {
            boundaryDistance = targetDistance - MinPreferredDistance;
            sign             = -1;
            accel            = false;
        }

        float targetVelocity = sign * Mathf.Sqrt(2 * Mathf.Max(0, boundaryDistance) * maxAcceleration);

        //targetVelocity = Mathf.Clamp(targetVelocity, -absoluteMaxVelocity, absoluteMaxVelocity);
        if (!accel && Mathf.Abs(targetVelocityComponent) < targetVelocity)
        {
            return(lowPriorityAcceleration);
        }

        float maxStep         = Time.fixedDeltaTime * maxAcceleration;
        float targetAccelStep = targetVelocity - targetVelocityComponent;

        targetAccelStep = Mathf.Clamp(targetAccelStep, -maxStep, maxStep);

        Vector3 accelStep = targetAccelStep * targetDirection;

        //if (targetDirection.IsNan() || float.IsNaN(accelStep) || float.IsNaN(maxStep) || lowPriorityAcceleration.IsNan())
        //    Debug.Log("NaN");

        float nonTargetVelocity = nonTargetVelocityComponent.magnitude;

        if (nonTargetVelocity > MaxNonTargetVelocity)
        {
            Vector3 nonTargetAccelStep = nonTargetVelocityComponent * (Mathf.Max(-maxStep, MaxNonTargetVelocity - nonTargetVelocity) / nonTargetVelocity);
            accelStep = AIMovement.CombineAcceleration(nonTargetAccelStep, accelStep, maxStep);
        }

        Debug.Log("Distance: " + targetDistance + " Component: " + targetVelocityComponent + " Boundary: " + boundaryDistance + " Accel: " + (accelStep / Time.fixedDeltaTime));

        return(AIMovement.CombineAcceleration(accelStep, lowPriorityAcceleration, maxStep));
    }