示例#1
0
    public Vector3 calculateVelocity()
    {
        resultVector      = Vector3.zero;
        oldfolowingVector = folowingVector;
        folowingVector    = targetTransform.position - transform.position;

        deltaVector  = folowingVector - oldfolowingVector;
        deltaVector /= Mathf.Pow((targetTransform.position - transform.position).magnitude, deltaVectorOverDistancePow);
        deltaVector *= deltaMovementWeight;



        collisionAvoidanceVector = Vector3.zero;
        nearestSolidsCount       = 0;
        nearestSolids            = Physics.OverlapSphere(transform.position, solidsSearchRadius, collisionAvoidanceMask);
        foreach (var solid in nearestSolids)
        {
            if (solid != GetComponent <Collider>())
            {
                if (debug)
                {
                    linesDrawer.pushLine(transform.position, solid.transform.position, Color.cyan);
                    Debug.DrawLine(transform.position, solid.transform.position, Color.cyan);
                }


                RaycastHit[] rHits;
                rHits = Physics.RaycastAll(transform.position, solid.transform.position - transform.position, Vector3.Distance(solid.transform.position, transform.position));

                for (int i = 0; i < rHits.Length; i++)
                {
                    if (rHits[i].transform.parent != transform && rHits[i].transform != transform)
                    {
                        Vector3 sepColAvoidanceV = (transform.position - rHits[i].point) / Mathf.Pow((transform.position - rHits[i].point).magnitude, collAvoidOverDistPow);
                        sepColAvoidanceV         *= colAvoidanceWeight;
                        collisionAvoidanceVector += sepColAvoidanceV;
                        nearestSolidsCount++;
                    }
                }
            }
        }



        // hits = Physics.RaycastAll(transform.position, folowingVector ,Vector3.Distance(targetTransform.position,transform.position));

        // for(int i = 0; i < hits.Length; i++)
        // {
        //     if(hits[i].transform.parent != transform)
        //     {
        //         if(hits[i].transform != transform)
        //         {
        //             if(hits[i].transform.parent != targetTransform)
        //             {
        //                 if(hits[i].transform != targetTransform)
        //                 {
        //                     //folowingVector = Vector3.zero;//if hits something, we will not fly in this direction
        //                     resultVector = folowingVector;
        //                     break;
        //                 }
        //             }
        //         }

        //     }
        //     if(  hits[i].transform == targetTransform)
        //     {
        //         resultVector = folowingVector;
        //         break;//leave following vector as is
        //     }

        // }



        resultVector = collisionAvoidanceVector + folowingVector + deltaVector - rb.velocity;

        if (debug)
        {
            linesDrawer.pushLine(transform.position, transform.position - rb.velocity, Color.yellow);
            Debug.DrawLine(transform.position, transform.position - rb.velocity, Color.yellow);

            linesDrawer.pushLine(transform.position, transform.position + deltaVector, Color.red);
            Debug.DrawLine(transform.position, transform.position + deltaVector, Color.red);

            linesDrawer.pushLine(transform.position, transform.position + collisionAvoidanceVector, Color.green);
            Debug.DrawLine(transform.position, transform.position + collisionAvoidanceVector, Color.green);

            linesDrawer.pushLine(transform.position, transform.position + resultVector, Color.white);
            Debug.DrawLine(transform.position, transform.position + resultVector, Color.white);

            linesDrawer.pushLine(transform.position, transform.position + folowingVector, Color.blue);
            Debug.DrawLine(transform.position, transform.position + folowingVector, Color.blue);
        }

        if (resultVector.magnitude < doForceTreshold)
        {
            return(collisionAvoidanceVector + deltaVector - rb.velocity);
        }
        else
        {
            // if(debug)
            // {
            //     linesDrawer.pushLine(transform.position, transform.position + folowingVector, Color.blue);
            //     Debug.DrawLine(transform.position, transform.position + folowingVector, Color.blue);
            // }

            return(resultVector);
        }
    }
    // Update is called once per frame
    void Update()
    {
        passedTime += Time.deltaTime;

        if (passedTime > updateInterval)
        {
            for (int i = 1; i < dotsCount; i++)
            {
                values[i - 1] = values[i];
            }

            if (smoothGraph)
            {
                neededSpeed = currentValue - oldValue;
                if (speed > neededSpeed)
                {
                    speed -= dotAccelFactor * passedTime;
                }
                if (speed < neededSpeed)
                {
                    speed += dotAccelFactor * passedTime;
                }

                values[dotsCount - 1] = oldValue + speed * smoothFactor * passedTime;

                oldValue = values[dotsCount - 1];
            }
            else
            {
                values[dotsCount - 1] = currentValue;
            }


            float topValue = values.Max();


            if (topValue < minValue)
            {
                topValue = minValue;
            }

            if (!glDrawer)
            {
                for (int i = 1; i < dotsCount; i++)
                {
                    lr.SetPosition(i, new Vector3(((float)i / dotsCount) * horScale, (values[i] / topValue) * verScale, 0));
                }
            }
            else
            {
                for (int i = 1; i < dotsCount; i++)
                {
                    linesDrawer.pushLine(
                        transform.position + (transform.right * (i - 1) * horScale) + (transform.up * (values[i - 1] / topValue) * verScale),
                        transform.position + (transform.right * i * horScale) + (transform.up * (values[i] / topValue) * verScale),
                        Color.white);
                }
            }


            passedTime = 0;
        }
    }