示例#1
0
        public Steering GetFreeSteering(ESteeringType type, Body character, SteeringProperties properties, Location target = null)
        {
            if (type == ESteeringType.None)
            {
                return(null);
            }

            Steering steering = (Steering)_pools[(int)type].GetFreeResource();

            steering.Init(character, properties, target);

            return(steering);
        }
示例#2
0
        public static SteeringOutput Flee(Body character,
                                          Vector2 target,
                                          SteeringProperties properties)
        {
            SteeringOutput output = new SteeringOutput();

            // First work out the direction
            output.Linear  = character.position;
            output.Linear -= target;

            // If there is no direction, do nothing
            output.Linear = MathHelper.ConstructMovement(output.Linear, properties.maxAcceleration, 0.01f);

            return(output);
        }
示例#3
0
        public static SteeringOutput Arrive(Body character,
                                            Vector2 target,
                                            SteeringProperties properties)
        {
            SteeringOutput output = new SteeringOutput();

            // First work out the direction
            output.Linear  = target;
            output.Linear -= character.position;

            float squareDistance = output.Linear.SqrMagnitude();

            // If there is no direction, do nothing
            if (squareDistance < properties.targetRadius * properties.targetRadius)
            {
                output.Linear       = Vector2.zero;
                output.StopVelocity = true;

                return(output);
            }

            output.Linear.Normalize();
            output.Linear *= properties.maxSpeed;

            // if we are outside the slowRadius, then go maxSpeed (and no changement)
            // Otherwise calculate a scaled speed
            if (squareDistance < properties.slowRadius * properties.slowRadius)
            {
                output.Linear *= Mathf.Sqrt(squareDistance) / properties.slowRadius;
            }

            // acceleration tries to get to the target velocity
            output.Linear -= character.velocity;

            if (properties.timeToTarget == 0f)
            {
                output.Linear *= properties.maxAcceleration;
            }
            else
            {
                output.Linear /= properties.timeToTarget;
            }

            // If that is too fast, then clip the speed
            output.Linear = Vector2.ClampMagnitude(output.Linear, properties.maxAcceleration);

            return(output);
        }
示例#4
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        public void SetProperties(string propertiesName)
        {
            _steeringProperties = SteeringPropertiesTable.instance.GetProperties(propertiesName);

            if (_steeringProperties != null)
            {
                if (_steering)
                {
                    _steering.Init(_body, _steeringProperties, null);
                }
            }
            else
            {
                Debug.LogWarning("Can't find the properties in the table. Verify the name : \"" + propertiesName + "\"");
            }
        }
示例#5
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        public static SteeringOutput Align(Body character,
                                           float targetOrientation,
                                           SteeringProperties properties)
        {
            SteeringOutput output = new SteeringOutput();

            // Get the naive direction to the target
            float rotation = targetOrientation - character.orientationInDegree;

            rotation = MathHelper.NormalizeAngle(rotation, false);

            float rotationSize = Mathf.Abs(rotation);

            // check if we are already there, is yes, return a void output
            if (rotationSize < properties.targetAngularRadius)
            {
                output.StopRotation = true;
                return(output);
            }

            float targetRotation = properties.maxRotation;

            // if we are inside the slowRadius, then we calculate a scaled rotation
            if (rotationSize < properties.slowAngularRadius)
            {
                targetRotation *= rotationSize / properties.slowAngularRadius;
            }

            // the final target rotation combines speed (already in the variable)
            // and the direction
            targetRotation *= Mathf.Sign(rotation);

            // Acceleration tries to get to the target rotation
            output.AngularInDegree  = targetRotation - character.rotation;
            output.AngularInDegree /= properties.timeToTarget;

            // Check if acceleration is too great
            float angularAcceleration = Mathf.Abs(output.AngularInDegree);

            if (angularAcceleration > properties.maxAngularAcceleration)
            {
                output.AngularInDegree /= angularAcceleration;
                output.AngularInDegree *= properties.maxAngularAcceleration;
            }

            return(output);
        }
示例#6
0
        public static SteeringOutput Face(Body character,
                                          Vector2 target,
                                          SteeringProperties properties)
        {
            // First work out the direction
            Vector2 direction = target - character.position;

            // check if zero direction, and make no change if so
            if (direction.magnitude < 0.01f)
            {
                return(new SteeringOutput());
            }

            // Put the target together
            float targetOrientation = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;

            return(Align(character,
                         targetOrientation,
                         properties));
        }