#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;
}
}
}