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Assets/Standard Assets/Utility/WaypointProgressTracker.cs
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153
Assets/Standard Assets/Utility/WaypointProgressTracker.cs
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using System;
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using UnityEngine;
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#pragma warning disable 649
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namespace UnityStandardAssets.Utility
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{
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public class WaypointProgressTracker : MonoBehaviour
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{
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// This script can be used with any object that is supposed to follow a
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// route marked out by waypoints.
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// This script manages the amount to look ahead along the route,
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// and keeps track of progress and laps.
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[SerializeField] private WaypointCircuit circuit; // A reference to the waypoint-based route we should follow
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[SerializeField] private float lookAheadForTargetOffset = 5;
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// The offset ahead along the route that the we will aim for
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[SerializeField] private float lookAheadForTargetFactor = .1f;
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// A multiplier adding distance ahead along the route to aim for, based on current speed
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[SerializeField] private float lookAheadForSpeedOffset = 10;
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// The offset ahead only the route for speed adjustments (applied as the rotation of the waypoint target transform)
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[SerializeField] private float lookAheadForSpeedFactor = .2f;
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// A multiplier adding distance ahead along the route for speed adjustments
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[SerializeField] private ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute;
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// whether to update the position smoothly along the route (good for curved paths) or just when we reach each waypoint.
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[SerializeField] private float pointToPointThreshold = 4;
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// proximity to waypoint which must be reached to switch target to next waypoint : only used in PointToPoint mode.
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public enum ProgressStyle
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{
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SmoothAlongRoute,
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PointToPoint,
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}
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// these are public, readable by other objects - i.e. for an AI to know where to head!
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public WaypointCircuit.RoutePoint targetPoint { get; private set; }
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public WaypointCircuit.RoutePoint speedPoint { get; private set; }
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public WaypointCircuit.RoutePoint progressPoint { get; private set; }
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public Transform target;
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private float progressDistance; // The progress round the route, used in smooth mode.
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private int progressNum; // the current waypoint number, used in point-to-point mode.
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private Vector3 lastPosition; // Used to calculate current speed (since we may not have a rigidbody component)
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private float speed; // current speed of this object (calculated from delta since last frame)
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// setup script properties
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private void Start()
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{
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// we use a transform to represent the point to aim for, and the point which
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// is considered for upcoming changes-of-speed. This allows this component
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// to communicate this information to the AI without requiring further dependencies.
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// You can manually create a transform and assign it to this component *and* the AI,
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// then this component will update it, and the AI can read it.
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if (target == null)
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{
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target = new GameObject(name + " Waypoint Target").transform;
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}
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Reset();
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}
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// reset the object to sensible values
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public void Reset()
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{
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progressDistance = 0;
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progressNum = 0;
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if (progressStyle == ProgressStyle.PointToPoint)
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{
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target.position = circuit.Waypoints[progressNum].position;
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target.rotation = circuit.Waypoints[progressNum].rotation;
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}
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}
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private void Update()
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{
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if (progressStyle == ProgressStyle.SmoothAlongRoute)
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{
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// determine the position we should currently be aiming for
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// (this is different to the current progress position, it is a a certain amount ahead along the route)
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// we use lerp as a simple way of smoothing out the speed over time.
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if (Time.deltaTime > 0)
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{
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speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime,
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Time.deltaTime);
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}
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target.position =
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circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed)
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.position;
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target.rotation =
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Quaternion.LookRotation(
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circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed)
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.direction);
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// get our current progress along the route
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progressPoint = circuit.GetRoutePoint(progressDistance);
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Vector3 progressDelta = progressPoint.position - transform.position;
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if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
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{
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progressDistance += progressDelta.magnitude*0.5f;
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}
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lastPosition = transform.position;
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}
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else
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{
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// point to point mode. Just increase the waypoint if we're close enough:
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Vector3 targetDelta = target.position - transform.position;
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if (targetDelta.magnitude < pointToPointThreshold)
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{
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progressNum = (progressNum + 1)%circuit.Waypoints.Length;
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}
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target.position = circuit.Waypoints[progressNum].position;
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target.rotation = circuit.Waypoints[progressNum].rotation;
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// get our current progress along the route
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progressPoint = circuit.GetRoutePoint(progressDistance);
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Vector3 progressDelta = progressPoint.position - transform.position;
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if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
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{
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progressDistance += progressDelta.magnitude;
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}
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lastPosition = transform.position;
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}
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}
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private void OnDrawGizmos()
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{
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if (Application.isPlaying)
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{
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Gizmos.color = Color.green;
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Gizmos.DrawLine(transform.position, target.position);
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Gizmos.DrawWireSphere(circuit.GetRoutePosition(progressDistance), 1);
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Gizmos.color = Color.yellow;
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Gizmos.DrawLine(target.position, target.position + target.forward);
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}
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}
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}
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}
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