示例#1
0
        private Vector3 Scape(List <int> angles, float mov)
        {
            // Look for the nearest object
            GameObject nearestObject = this._gameObject;
            float      distance      = 1000f;

            // Check trees
            foreach (GameObject tree in _trees)
            {
                float thisDistance = Vector3.Distance(tree.transform.position, _transform.position);
                if (thisDistance < distance)
                {
                    distance      = thisDistance;
                    nearestObject = tree;
                }
            }

            // Check dogs
            foreach (GameObject dog in _dogs)
            {
                float thisDistance = Vector3.Distance(dog.transform.position, _transform.position);
                if (thisDistance < distance)
                {
                    distance      = thisDistance;
                    nearestObject = dog;
                }
            }

            int selectedAngle = 0;

            // Get the safest action
            foreach (int angle in angles)
            {
                Vector2 polar       = new Vector2(angle, mov);
                Vector3 tempAction  = DegreeUtils.PolarToCartesian(polar);
                Vector3 nextTempPos = _transform.position + tempAction * Time.deltaTime;

                float newDistance = Vector3.Distance(nextTempPos, nearestObject.transform.position);
                if (newDistance > distance)
                {
                    selectedAngle = angle;
                    distance      = newDistance;
                }
            }

            Vector2 polarAction = new Vector2(selectedAngle, mov);

            return(DegreeUtils.PolarToCartesian(polarAction));
        }
示例#2
0
        public Vector3 SafeActions(Vector3 action)
        {
            Vector3 nextPosition = getNextPosition(_gameObject, action);

            // Check collisions
            if (IsColliding(nextPosition))
            {
                // List<float> angles = RangeInt.RangeInt(0, 360, 10);
                List <int> angles = Enumerable.Range(0, 35).Select(x => x * 10).ToList();
                float      mov    = Random.value * 5f;

                List <Vector3> safeActions = new List <Vector3>();
                foreach (float angle in angles)
                {
                    Vector2 polar       = new Vector2(angle, mov);
                    Vector3 tempAction  = DegreeUtils.PolarToCartesian(polar);
                    Vector3 nextTempPos = this._transform.position + tempAction * Time.deltaTime;
                    if (!IsColliding(nextTempPos))
                    {
                        safeActions.Add(tempAction);
                    }
                }

                if (safeActions.Count > 0)
                {
                    float a = Random.value * safeActions.Count;
                    return(safeActions[Random.Range(0, safeActions.Count - 1)]);
                }
                else
                {
                    return(Scape(angles, mov));
                }
            }
            else
            {
                return(action);
            }
        }