#pragma warning disable 618 using UnityEngine; using System.Collections; using System.Collections.Generic; namespace Pathfinding.Legacy { using Pathfinding; using Pathfinding.RVO; /// /// AI for following paths. /// This AI is the default movement script which comes with the A* Pathfinding Project. /// It is in no way required by the rest of the system, so feel free to write your own. But I hope this script will make it easier /// to set up movement for the characters in your game. This script is not written for high performance, so I do not recommend using it for large groups of units. /// \n /// \n /// This script will try to follow a target transform, in regular intervals, the path to that target will be recalculated. /// It will on FixedUpdate try to move towards the next point in the path. /// However it will only move in the forward direction, but it will rotate around it's Y-axis /// to make it reach the target. /// /// \section variables Quick overview of the variables /// In the inspector in Unity, you will see a bunch of variables. You can view detailed information further down, but here's a quick overview.\n /// The determines how often it will search for new paths, if you have fast moving targets, you might want to set it to a lower value.\n /// The variable is where the AI will try to move, it can be a point on the ground where the player has clicked in an RTS for example. /// Or it can be the player object in a zombie game.\n /// The speed is self-explanatory, so is turningSpeed, however might require some explanation. /// It is the approximate distance from the target where the AI will start to slow down. Note that this doesn't only affect the end point of the path /// but also any intermediate points, so be sure to set and to a higher value than this.\n /// is simply determines within what range it will switch to target the next waypoint in the path.\n /// will try to calculate an interpolated target point on the current segment in the path so that it has a distance of from the AI\n /// Below is an image illustrating several variables as well as some internal ones, but which are relevant for understanding how it works. /// Note that the range will not match up exactly with the target point practically, even though that's the goal. /// [Open online documentation to see images] /// This script has many movement fallbacks. /// If it finds a NavmeshController, it will use that, otherwise it will look for a character controller, then for a rigidbody and if it hasn't been able to find any /// it will use Transform.Translate which is guaranteed to always work. /// /// Deprecated: Use the AIPath class instead. This class only exists for compatibility reasons. /// [RequireComponent(typeof(Seeker))] [AddComponentMenu("Pathfinding/Legacy/AI/Legacy AIPath (3D)")] [HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_legacy_1_1_legacy_a_i_path.php")] public class LegacyAIPath : AIPath { /// /// Target point is Interpolated on the current segment in the path so that it has a distance of from the AI. /// See the detailed description of AIPath for an illustrative image /// public float forwardLook = 1; /// /// Do a closest point on path check when receiving path callback. /// Usually the AI has moved a bit between requesting the path, and getting it back, and there is usually a small gap between the AI /// and the closest node. /// If this option is enabled, it will simulate, when the path callback is received, movement between the closest node and the current /// AI position. This helps to reduce the moments when the AI just get a new path back, and thinks it ought to move backwards to the start of the new path /// even though it really should just proceed forward. /// public bool closestOnPathCheck = true; protected float minMoveScale = 0.05F; /// Current index in the path which is current target protected int currentWaypointIndex = 0; protected Vector3 lastFoundWaypointPosition; protected float lastFoundWaypointTime = -9999; protected override void Awake () { base.Awake(); } /// /// Called when a requested path has finished calculation. /// A path is first requested by , it is then calculated, probably in the same or the next frame. /// Finally it is returned to the seeker which forwards it to this function.\n /// protected override void OnPathComplete (Path _p) { ABPath p = _p as ABPath; if (p == null) throw new System.Exception("This function only handles ABPaths, do not use special path types"); waitingForPathCalculation = false; //Claim the new path p.Claim(this); // Path couldn't be calculated of some reason. // More info in p.errorLog (debug string) if (p.error) { p.Release(this); return; } //Release the previous path if (path != null) path.Release(this); //Replace the old path path = p; //Reset some variables currentWaypointIndex = 0; reachedEndOfPath = false; //The next row can be used to find out if the path could be found or not //If it couldn't (error == true), then a message has probably been logged to the console //however it can also be got using p.errorLog //if (p.error) if (closestOnPathCheck) { // Simulate movement from the point where the path was requested // to where we are right now. This reduces the risk that the agent // gets confused because the first point in the path is far away // from the current position (possibly behind it which could cause // the agent to turn around, and that looks pretty bad). Vector3 p1 = Time.time - lastFoundWaypointTime < 0.3f ? lastFoundWaypointPosition : p.originalStartPoint; Vector3 p2 = GetFeetPosition(); Vector3 dir = p2-p1; float magn = dir.magnitude; dir /= magn; int steps = (int)(magn/pickNextWaypointDist); #if ASTARDEBUG Debug.DrawLine(p1, p2, Color.red, 1); #endif for (int i = 0; i <= steps; i++) { CalculateVelocity(p1); p1 += dir; } } } protected override void Update () { if (!canMove) { return; } Vector3 dir = CalculateVelocity(GetFeetPosition()); //Rotate towards targetDirection (filled in by CalculateVelocity) RotateTowards(targetDirection); if (controller != null) { controller.SimpleMove(dir); } else if (rigid != null) { rigid.AddForce(dir); } else { tr.Translate(dir*Time.deltaTime, Space.World); } } /// /// Relative direction to where the AI is heading. /// Filled in by /// protected new Vector3 targetDirection; protected float XZSqrMagnitude (Vector3 a, Vector3 b) { float dx = b.x-a.x; float dz = b.z-a.z; return dx*dx + dz*dz; } /// /// Calculates desired velocity. /// Finds the target path segment and returns the forward direction, scaled with speed. /// A whole bunch of restrictions on the velocity is applied to make sure it doesn't overshoot, does not look too far ahead, /// and slows down when close to the target. /// /see speed /// /see endReachedDistance /// /see slowdownDistance /// /see CalculateTargetPoint /// /see targetPoint /// /see targetDirection /// /see currentWaypointIndex /// protected new Vector3 CalculateVelocity (Vector3 currentPosition) { if (path == null || path.vectorPath == null || path.vectorPath.Count == 0) return Vector3.zero; List vPath = path.vectorPath; if (vPath.Count == 1) { vPath.Insert(0, currentPosition); } if (currentWaypointIndex >= vPath.Count) { currentWaypointIndex = vPath.Count-1; } if (currentWaypointIndex <= 1) currentWaypointIndex = 1; while (true) { if (currentWaypointIndex < vPath.Count-1) { //There is a "next path segment" float dist = XZSqrMagnitude(vPath[currentWaypointIndex], currentPosition); //Mathfx.DistancePointSegmentStrict (vPath[currentWaypointIndex+1],vPath[currentWaypointIndex+2],currentPosition); if (dist < pickNextWaypointDist*pickNextWaypointDist) { lastFoundWaypointPosition = currentPosition; lastFoundWaypointTime = Time.time; currentWaypointIndex++; } else { break; } } else { break; } } Vector3 dir = vPath[currentWaypointIndex] - vPath[currentWaypointIndex-1]; Vector3 targetPosition = CalculateTargetPoint(currentPosition, vPath[currentWaypointIndex-1], vPath[currentWaypointIndex]); dir = targetPosition-currentPosition; dir.y = 0; float targetDist = dir.magnitude; float slowdown = Mathf.Clamp01(targetDist / slowdownDistance); this.targetDirection = dir; if (currentWaypointIndex == vPath.Count-1 && targetDist <= endReachedDistance) { if (!reachedEndOfPath) { reachedEndOfPath = true; OnTargetReached(); } //Send a move request, this ensures gravity is applied return Vector3.zero; } Vector3 forward = tr.forward; float dot = Vector3.Dot(dir.normalized, forward); float sp = maxSpeed * Mathf.Max(dot, minMoveScale) * slowdown; #if ASTARDEBUG Debug.DrawLine(vPath[currentWaypointIndex-1], vPath[currentWaypointIndex], Color.black); Debug.DrawLine(GetFeetPosition(), targetPosition, Color.red); Debug.DrawRay(targetPosition, Vector3.up, Color.red); Debug.DrawRay(GetFeetPosition(), dir, Color.yellow); Debug.DrawRay(GetFeetPosition(), forward*sp, Color.cyan); #endif if (Time.deltaTime > 0) { sp = Mathf.Clamp(sp, 0, targetDist/(Time.deltaTime*2)); } return forward*sp; } /// /// Rotates in the specified direction. /// Rotates around the Y-axis. /// See: turningSpeed /// protected void RotateTowards (Vector3 dir) { if (dir == Vector3.zero) return; Quaternion rot = tr.rotation; Quaternion toTarget = Quaternion.LookRotation(dir); rot = Quaternion.Slerp(rot, toTarget, turningSpeed*Time.deltaTime); Vector3 euler = rot.eulerAngles; euler.z = 0; euler.x = 0; rot = Quaternion.Euler(euler); tr.rotation = rot; } /// /// Calculates target point from the current line segment. /// See: /// TODO: This function uses .magnitude quite a lot, can it be optimized? /// /// Current position /// Line segment start /// Line segment end /// The returned point will lie somewhere on the line segment. protected Vector3 CalculateTargetPoint (Vector3 p, Vector3 a, Vector3 b) { a.y = p.y; b.y = p.y; float magn = (a-b).magnitude; if (magn == 0) return a; float closest = Mathf.Clamp01(VectorMath.ClosestPointOnLineFactor(a, b, p)); Vector3 point = (b-a)*closest + a; float distance = (point-p).magnitude; float lookAhead = Mathf.Clamp(forwardLook - distance, 0.0F, forwardLook); float offset = lookAhead / magn; offset = Mathf.Clamp(offset+closest, 0.0F, 1.0F); return (b-a)*offset + a; } } }