示例#1
0
        /// <summary>
        /// Returns the current max speed of an agent
        /// </summary>
        public float MaxSpeed(NavAgent agent)
        {
            if (m_agentKinematics == null)
            {
                return(agent.configuration.movement.topSpeed);
            }

            movingAllAgents.Complete();

            int archetypeIndex = archetypes.IndexOf(agent.configuration.archetype);

            return(m_agentKinematics[archetypeIndex][agent.index].maxSpeed);
        }
示例#2
0
        /// <summary>
        /// Changes the current max speed of an agent
        /// </summary>
        public void SetMaxSpeed(NavAgent agent, float maxSpeed)
        {
            movingAllAgents.Complete();

            int             archetypeIndex = archetypes.IndexOf(agent.configuration.archetype);
            AgentKinematics kinematics     = m_agentKinematics[archetypeIndex][agent.index];

            kinematics.maxSpeed = maxSpeed;

            NativeArray <AgentKinematics> agentKinematics = m_agentKinematics[archetypeIndex];

            agentKinematics[agent.index] = kinematics;
        }
示例#3
0
        //-------------------------------------------------
        #region Public API

        /// <summary>
        /// Initializes the agent manager with an array of agent transforms
        /// </summary>
        public virtual void Initialize(Dictionary <NavAgentArchetype, List <Transform> > agents)
        {
            Dispose();  // clear any existing memory
            int configCount    = configurations.Count;
            int archetypeCount = archetypes.Count;

            // initialize agent movement configurations
            m_movementTypes = new NativeArray <AgentMovement>(configCount, Allocator.Persistent);
            for (int i = 0; i < configCount; i++)
            {
                m_movementTypes[i] = configurations[i].movement;
            }

            // initialize job handle arrays
            m_updatingHandles   = new NativeArray <JobHandle>(archetypeCount, Allocator.Persistent);
            m_movingByArchetype = new NativeArray <JobHandle>(archetypeCount, Allocator.Persistent);

            // initialize the agent properties
            m_agentMovementTypes = new List <NativeArray <int> >(archetypeCount);
            m_agentBehaviors     = new List <NativeArray <AgentBehaviors> >(archetypeCount);
            m_agentKinematics    = new List <NativeArray <AgentKinematics> >(archetypeCount);
            m_transformAccess    = new List <TransformAccessArray>(archetypeCount);
            m_agentSteering      = new List <NativeArray <float3> >(archetypeCount);
            m_totalAgents        = new List <int>(archetypeCount);

            // initialize the flow field data structures
            int length = world.size.x * world.size.y * world.size.z;

            m_flowFields = new List <NativeArray <byte> >(archetypeCount);
            m_costFields = new List <NativeArray <byte> >(archetypeCount);
            m_intFields  = new List <NativeArray <ushort> >(archetypeCount);
            m_openNodes  = new List <NativeQueue <int3> >(archetypeCount);

            // cached data to build the flow fields
            m_targetPositions = new NativeList <int3>(Allocator.Persistent);

            // initialize each archetype
            for (int i = 0; i < archetypeCount; i++)
            {
                // initialize flow field data for each archetype
                m_openNodes.Add(new NativeQueue <int3>(Allocator.Persistent));
                m_flowFields.Add(new NativeArray <byte>(length, Allocator.Persistent));
                m_costFields.Add(new NativeArray <byte>(length, Allocator.Persistent));
                m_intFields.Add(new NativeArray <ushort>(length, Allocator.Persistent));

                // initialize agent data for each archetype
                Transform[] transforms = agents[archetypes[i]].ToArray();
                int         count      = transforms.Length;

                TransformAccessArray          transformAccess = new TransformAccessArray(transforms);
                NativeArray <int>             movementTypes   = new NativeArray <int>(count, Allocator.Persistent);
                NativeArray <float3>          steering        = new NativeArray <float3>(count, Allocator.Persistent);
                NativeArray <AgentKinematics> kinematics      = new NativeArray <AgentKinematics>(count, Allocator.Persistent);
                NativeArray <AgentBehaviors>  behaviors       = new NativeArray <AgentBehaviors>(count, Allocator.Persistent);

                // read agent configuration
                for (int a = 0; a < count; a++)
                {
                    NavAgent agent        = transforms[a].GetComponent <NavAgent>();
                    int      movementType = configurations.IndexOf(agent.configuration);

                    AgentKinematics agentKinematics = new AgentKinematics();
                    agentKinematics.maxSpeed = agent.configuration.movement.topSpeed;

                    movementTypes[a] = movementType;
                    kinematics[a]    = agentKinematics;
                }

                m_agentMovementTypes.Add(movementTypes);
                m_transformAccess.Add(transformAccess);
                m_agentKinematics.Add(kinematics);
                m_agentBehaviors.Add(behaviors);
                m_agentSteering.Add(steering);
                m_totalAgents.Add(count);
            }

            // initialize the agent spatial map
            m_spatialMap       = new NativeMultiHashMap <int3, SpatialMapData>(m_totalAgents.Sum(), Allocator.Persistent);
            m_spatialMapWriter = m_spatialMap.AsParallelWriter();

            // cache all directions
            m_directions = new NativeArray <int3>(27, Allocator.Persistent);
            for (int i = 0; i < 27; i++)
            {
                Vector3Int dir = Core.Direction3Int.Directions[i];
                m_directions[i] = new int3(dir.x, dir.y, dir.z);
            }

            // cache directions for climbable check
            m_directionsNESW    = new NativeArray <int>(4, Allocator.Persistent);
            m_directionsNESW[0] = 3;
            m_directionsNESW[1] = 5;
            m_directionsNESW[2] = 7;
            m_directionsNESW[3] = 9;

            // convert blocks to a struct and cache the data
            byte defaultCost = 1;
            int  blockCount  = blockManager.blocks.Count;

            m_blockTypes = new List <NativeArray <Block> >();
            for (int a = 0; a < archetypeCount; a++)
            {
                NativeArray <Block> blocks = new NativeArray <Block>(
                    blockCount, Allocator.Persistent);

                for (int i = 0; i < blockCount; i++)
                {
                    BlockConfiguration block = blockManager.blocks[i];
                    int index = archetypes[a].movementCosts
                                .FindIndex(x => x.block == block);
                    Block navBlock = new Block();

                    if (index == -1)
                    {
                        navBlock.cost = defaultCost;
                    }
                    else
                    {
                        navBlock.cost = archetypes[a]
                                        .movementCosts[index].cost;
                    }

                    navBlock.solid = block.collidable;
                    blocks[i]      = navBlock;
                }

                m_blockTypes.Add(blocks);
            }
        }