示例#1
0
        private int AddQuailty(CrowdQuality q, bool isCheckExist)
        {
            if (m_Mgr == null)
            {
                return(-1);
            }
            int key = (int)q;
            int value;

            if (isCheckExist)
            {
                if (m_QualiyHash.TryGetValue(key, out value))
                {
                    return(value);
                }
            }
            CrowdAvoidanceParams param;

            switch (q)
            {
            case CrowdQuality.High:
                param = CrowdAvoidanceParams.CreateStandardHigh();
                break;

            case CrowdQuality.Good:
                param = CrowdAvoidanceParams.CreateStandardGood();
                break;

            case CrowdQuality.Mid:
                param = CrowdAvoidanceParams.CreateStandardMedium();
                break;

            case CrowdQuality.Low:
                param = CrowdAvoidanceParams.CreateStandardLow();
                break;

            default:
                return(-1);
            }

            int index = m_QualiyHash.Count;

            if (!m_Mgr.SetAvoidanceConfig(index, param))
            {
#if UNITY_EDITOR
                Debug.LogError("SetAvoidanceConfig error~!");
#endif
                return(-1);
            }

            if (!m_QualiyHash.ContainsKey(key))
            {
                m_QualiyHash.Add(key, index);
            }
            return(index);
        }
示例#2
0
    /// <summary>
    /// Restores the object to its default state, releasing all references to existing
    /// configurations.
    /// </summary>
    public void Reset()
    {
        mConfigs = new CrowdAvoidanceParams[CrowdManager.MaxAvoidanceParams];

        mConfigs[0] = CrowdAvoidanceParams.CreateStandardLow();
        mConfigs[1] = CrowdAvoidanceParams.CreateStandardMedium();
        mConfigs[2] = CrowdAvoidanceParams.CreateStandardGood();
        mConfigs[3] = CrowdAvoidanceParams.CreateStandardHigh();

        for (int i = 4; i < mConfigs.Length; i++)
        {
            mConfigs[i] = new CrowdAvoidanceParams();
        }
    }
示例#3
0
        private void CheckCrowdAvoidanceSet()
        {
            if (CrowdAvoidanceConfig == null || CrowdAvoidanceConfig.Length != CrowdManager.MaxAvoidanceParams)
            {
                CrowdAvoidanceConfig = new CrowdAvoidanceParams[CrowdManager.MaxAvoidanceParams];

                CrowdAvoidanceConfig[0] = CrowdAvoidanceParams.CreateStandardLow();
                CrowdAvoidanceConfig[1] = CrowdAvoidanceParams.CreateStandardMedium();
                CrowdAvoidanceConfig[2] = CrowdAvoidanceParams.CreateStandardGood();
                CrowdAvoidanceConfig[3] = CrowdAvoidanceParams.CreateStandardHigh();

                for (int i = 4; i < CrowdAvoidanceConfig.Length; i++)
                {
                    CrowdAvoidanceConfig[i] = new CrowdAvoidanceParams();
                }
            }
        }
示例#4
0
    public void CreateQuery(float fMoveSpeed, float fTurnSpeed)
    {
        this.mTurnSpeed = fTurnSpeed;
        this.mMoveSpeed = fMoveSpeed;
        NavStatus status = NavmeshQuery.Create(navmesh, mMaxQueryNodes, out query);

        if ((status & NavStatus.Sucess) == 0)
        {
            Debug.LogError(
                fileName + ": Aborted initialization. Failed query creation: " + status.ToString());
            mCrowdManager = null;
            return;
        }

        mCrowdManager = CrowdManager.Create(mMaxCrowdAgents, mMaxAgentRadius, navmesh);
        if (mCrowdManager == null)
        {
            Debug.LogError(fileName + ": Aborted initialization. Failed crowd creation.");
        }

        CrowdAvoidanceParams mCrowdParam = CrowdAvoidanceParams.CreateStandardMedium();

        mCrowdManager.SetAvoidanceConfig(0, mCrowdParam);
        mCrowdAgentParams = new CrowdAgentParams();
        mCrowdAgentParams.avoidanceType       = 0;
        mCrowdAgentParams.collisionQueryRange = 3.2f;
        mCrowdAgentParams.height                = 1.8f;
        mCrowdAgentParams.maxAcceleration       = 8.0f;
        mCrowdAgentParams.maxSpeed              = this.mMoveSpeed;
        mCrowdAgentParams.pathOptimizationRange = 12.0f;
        mCrowdAgentParams.radius                = 1.0f;
        mCrowdAgentParams.separationWeight      = 2.0f;
        mCrowdAgentParams.updateFlags           = CrowdUpdateFlags.AnticipateTurns | CrowdUpdateFlags.ObstacleAvoidance | CrowdUpdateFlags.CrowdSeparation | CrowdUpdateFlags.OptimizeVis | CrowdUpdateFlags.OptimizeTopo;

        polyResult        = new uint[300];
        pointResult       = new Vector3[300];
        tileBufferPoints  = new Vector3[3000];
        pointResultBuffer = new Vector3[300];
        polyResultBuffer  = new uint[300];
        NavmeshTile tile  = navmesh.GetTile(0);
        int         count = tile.GetVerts(tileBufferPoints);

        Debug.Log("Tile " + tile.GetTileRef() + " count:" + count);
        if (count > 3000)
        {
            tileBufferPoints = new Vector3[count];
        }
        tileBufferRef = -1;

        //NavmeshPoly[] polys=new NavmeshPoly[3000];
        //int polyCount;
        //polyCount=tile.GetPolys(polys);
        //for (int i = 0; i < polyCount; i++)
        //{
        //    NavmeshPoly poly = polys[i];
        //    //if (poly.Type == NavmeshPolyType.OffMeshConnection)
        //    {
        //        Debug.Log("Poly" + i+"type"+poly.Type.ToString());
        //    }
        //}
    }