private bool obstracleDetect() { Collider[] colliders = Physics.OverlapSphere(transform.position, 15); foreach (Collider collide in colliders) { if (collide.gameObject.tag == "collideEnv") { //Vector3 enemyDirectionLocal = transform.InverseTransformPoint(collide.gameObject.transform.position); string enemyDirectionLocal = AllHelperFunctions.whereIsObject(transform, collide.gameObject.transform); if ((String.Compare(enemyDirectionLocal, "up") != 0) && (String.Compare(enemyDirectionLocal, "down") != 0)) { if (String.Compare(enemyDirectionLocal, "left") == 0) { obstracleIn = 1; } else if (String.Compare(enemyDirectionLocal, "right") == 0) { obstracleIn = -1; } return(true); } } //else obstracleIn = 0; } return(false); }
// Update is called once per frame void Update() { string targetPosition = AllHelperFunctions.whereIsObject(transform, target, false); if (!playerDied && enemyCarHelper.isNear(transform.position, target.position, maxDistance) && String.Compare("down", targetPosition) != 0) { rotateHolders(); playerDied = carHelper.isDead; } }
private void FixedUpdate() { setDriving(carHelper.isDead); if (!playerDied) { // Vector3 offsetTargetPos = m_Target.position; Vector3 localTarget = transform.InverseTransformPoint(offsetTargetPos); string targetPosition = AllHelperFunctions.whereIsObject(transform, enemyGun.getTarget(), false); //Debug.Log(targetPosition); if (localTarget.magnitude >= maxDistance) { m_Driving = false; } else if (( localTarget.magnitude > m_ReachTargetThreshold || localTarget.magnitude <= maxDistance) && ( String.Compare(targetPosition, "down") != 0 ) ) { //if ((localTarget.magnitude < m_ReachTargetThreshold - 5) || obstracleDetect()) //{ // if (obstracleIn == 1) m_CarController.Move(steer += 0.5f, 0, -0.9f, 0); // else if (obstracleIn == -1) m_CarController.Move(steer -= 0.5f, 0, -0.9f, 0); // return; //} m_Driving = true; //m_CarController.Move(0, accel , accel, 0); } if (m_Target == null || !m_Driving) { // Car should not be moving, // use handbrake to stop m_CarController.Move(0, 0f, 0f, 0f); } else { Vector3 fwd = transform.forward; if (m_Rigidbody.velocity.magnitude > m_CarController.MaxSpeed * 0.1f) { fwd = m_Rigidbody.velocity; } float desiredSpeed = m_CarController.MaxSpeed; // now it's time to decide if we should be slowing down... switch (m_BrakeCondition) { case BrakeCondition.TargetDirectionDifference: { // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners. // check out the angle of our target compared to the current direction of the car float approachingCornerAngle = Vector3.Angle(m_Target.forward, fwd); // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle float spinningAngle = m_Rigidbody.angularVelocity.magnitude * m_CautiousAngularVelocityFactor; // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount float cautiousnessRequired = Mathf.InverseLerp(0, m_CautiousMaxAngle, Mathf.Max(spinningAngle, approachingCornerAngle)); desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed * m_CautiousSpeedFactor, cautiousnessRequired); break; } case BrakeCondition.TargetDistance: { // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to // head for a stationary target and come to rest when it arrives there. // check out the distance to target Vector3 delta = m_Target.position - transform.position; float distanceCautiousFactor = Mathf.InverseLerp(m_CautiousMaxDistance, 0, delta.magnitude); // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle float spinningAngle = m_Rigidbody.angularVelocity.magnitude * m_CautiousAngularVelocityFactor; // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount float cautiousnessRequired = Mathf.Max( Mathf.InverseLerp(0, m_CautiousMaxAngle, spinningAngle), distanceCautiousFactor); desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed * m_CautiousSpeedFactor, cautiousnessRequired); break; } case BrakeCondition.NeverBrake: break; } // Evasive action due to collision with other cars: // our target position starts off as the 'real' target position //Vector3 offsetTargetPos = m_Target.position; // if are we currently taking evasive action to prevent being stuck against another car: if (Time.time < m_AvoidOtherCarTime) { // slow down if necessary (if we were behind the other car when collision occured) desiredSpeed *= m_AvoidOtherCarSlowdown; // and veer towards the side of our path-to-target that is away from the other car offsetTargetPos += m_Target.right * m_AvoidPathOffset; } else { // no need for evasive action, we can just wander across the path-to-target in a random way, // which can help prevent AI from seeming too uniform and robotic in their driving offsetTargetPos += m_Target.right * (Mathf.PerlinNoise(Time.time * m_LateralWanderSpeed, m_RandomPerlin) * 2 - 1) * m_LateralWanderDistance; } // use different sensitivity depending on whether accelerating or braking: float accelBrakeSensitivity = (desiredSpeed < m_CarController.CurrentSpeed) ? m_BrakeSensitivity : m_AccelSensitivity; // decide the actual amount of accel/brake input to achieve desired speed. accel = Mathf.Clamp((desiredSpeed - m_CarController.CurrentSpeed) * accelBrakeSensitivity, -1, 1); // add acceleration 'wander', which also prevents AI from seeming too uniform and robotic in their driving // i.e. increasing the accel wander amount can introduce jostling and bumps between AI cars in a race accel *= (1 - m_AccelWanderAmount) + (Mathf.PerlinNoise(Time.time * m_AccelWanderSpeed, m_RandomPerlin) * m_AccelWanderAmount); // calculate the local-relative position of the target, to steer towards //Vector3 localTarget = transform.InverseTransformPoint(offsetTargetPos); // work out the local angle towards the target float targetAngle = Mathf.Atan2(localTarget.x, localTarget.z) * Mathf.Rad2Deg; // get the amount of steering needed to aim the car towards the target steer = Mathf.Clamp(targetAngle * m_SteerSensitivity, -1, 1) * Mathf.Sign(m_CarController.CurrentSpeed); // feed input to the car controller. if ((localTarget.magnitude < m_ReachTargetThreshold - 5) || obstracleDetect()) { if (obstracleIn == 1) { steer += 0.9f; } else if (obstracleIn == -1) { steer -= 0.9f; } accel -= 0.7f; } m_CarController.Move(steer, accel * 2, accel, 0f); // if appropriate, stop driving when we're close enough to the target. //if (m_StopWhenTargetReached && localTarget.magnitude < m_ReachTargetThreshold) //if ( localTarget.magnitude < m_ReachTargetThreshold) //{ // //m_Driving = false; // m_CarController.Move(0, 0, 0, 0.7f); //} //else if( (localTarget.magnitude > m_ReachTargetThreshold) && (Vector3.Distance(transform.position, m_Target.position) < 20f) ) //{ // m_CarController.Move(steer, accel * 2, accel, 0f); //} } } else { stopCarAi(); } }