AI Prototype implemented #165
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Security.Cryptography.X509Certificates;
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using System.Text;
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using System.Threading.Tasks;
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using SHADE;
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public class AIPrototype : Script
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{
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//This object's relevant components
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private Transform transform;
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private RigidBody rb;
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/*[SerializeField]
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[Tooltip("The list of waypoints that the object will move around on")]
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private Vector3[] waypoints;*/
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private Vector3[] waypoints = { new Vector3(2.0f, -2.0f, -2.8f), new Vector3(-2.0f, -2.0f, -2.8f), new Vector3(-2.0f, -2.0f, -7.0f), new Vector3(2.0f, -2.0f, -7.0f) };
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[SerializeField]
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[Tooltip("How much force is applied in movement")]
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private float movementForceMultiplier = 100.0f;
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[SerializeField]
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[Tooltip("How fast the object moves about waypoints")]
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private float patrolSpeed = 1.0f;
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[SerializeField]
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[Tooltip("How fast the object moves while chasing")]
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private float chaseSpeed = 1.5f;
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[SerializeField]
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[Tooltip("How near the player must be for the chase to begin. Should be less than distanceToEndChase")]
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private float distanceToStartChase = 1.5f;
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[SerializeField]
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[Tooltip("How far the player must be for the chase to end. Should be greater than distanceToStartChase")]
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private float distanceToEndChase = 2.5f;
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//Whether the AI is chasing or not
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private bool chaseMode;
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//To cycle depending on the length of waypoints
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private int currentTargetWaypointIndex;
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private GameObject? player;
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public AIPrototype(GameObject gameObj) : base(gameObj) { }
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protected override void awake()
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{
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transform = GetComponent<Transform>();
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if (transform == null)
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{
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Debug.LogError("Transform is NULL!");
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}
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rb = GetComponent<RigidBody>();
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if (rb == null)
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{
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Debug.LogError("Rigidbody is NULL!");
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}
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currentTargetWaypointIndex = 0;
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player = GameObject.Find("Player");
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if (player == null)
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{
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Debug.LogError("Player is NULL!");
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}
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chaseMode = false;
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}
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protected override void fixedUpdate()
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{
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//Patrolling
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if (!chaseMode)
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{
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//Head towards the next target
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Vector3 normalisedDifference = waypoints[currentTargetWaypointIndex] - transform.GlobalPosition;
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normalisedDifference /= normalisedDifference.GetMagnitude();
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//transform.GlobalPosition += normalisedDifference * moveSpeed * (float)Time.DeltaTime;
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//rb.LinearVelocity = normalisedDifference * patrolSpeed;
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//ORIGINAL INTENDED CODE
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/*rb.AddForce(new Vector3(normalisedDifference.x, 0.0f, normalisedDifference.z) * movementForceMultiplier);
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float currentSpeed = MathF.Sqrt(rb.LinearVelocity.x * rb.LinearVelocity.x + rb.LinearVelocity.z * rb.LinearVelocity.z);
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if (currentSpeed > patrolSpeed)
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{
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float adjustmentFactor = patrolSpeed / currentSpeed;
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Vector3 adjustedVelocity = rb.LinearVelocity;
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//adjustedVelocity *= adjustmentFactor;
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adjustedVelocity.x = patrolSpeed;
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adjustedVelocity.z = patrolSpeed;
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rb.LinearVelocity = adjustedVelocity;
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}*/
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//TODO delete this when original intended code above works with velocity being limited correctly
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rb.LinearVelocity = normalisedDifference * patrolSpeed;
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//transform.GlobalRotation.SetLookRotation(waypoints[currentTargetWaypointIndex], Vector3.Up);
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//Cycle to next waypoint if near enough current waypoint
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if ((waypoints[currentTargetWaypointIndex] - transform.GlobalPosition).GetSqrMagnitude() <= 0.5f)
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{
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++currentTargetWaypointIndex;
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if (currentTargetWaypointIndex >= waypoints.Length)
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{
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currentTargetWaypointIndex = 0; //Recycle
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}
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}
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//Go chase if near enough to player
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if (player != null)
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{
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Transform pTransform = player.GetValueOrDefault().GetComponent<Transform>();
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if ((pTransform.GlobalPosition - transform.GlobalPosition).GetMagnitude() <= distanceToStartChase)
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{
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//Start the chase
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chaseMode = true;
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}
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}
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}
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else //Chasing
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{
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if (player != null)
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{
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Transform pTransform = player.GetValueOrDefault().GetComponent<Transform>();
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//Chase the player
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Vector3 normalisedDifference = pTransform.GlobalPosition - transform.GlobalPosition;
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normalisedDifference /= normalisedDifference.GetMagnitude();
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//transform.GlobalPosition += normalisedDifference * moveSpeed * (float)Time.DeltaTime;
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//ORIGINAL INTENDED CODE
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/*rb.AddForce(new Vector3(normalisedDifference.x, 0.0f, normalisedDifference.z) * movementForceMultiplier);
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float currentSpeed = MathF.Sqrt(rb.LinearVelocity.x * rb.LinearVelocity.x + rb.LinearVelocity.z * rb.LinearVelocity.z);
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if (currentSpeed > chaseSpeed)
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{
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float adjustmentFactor = chaseSpeed / currentSpeed;
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Vector3 adjustedVelocity = rb.LinearVelocity;
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adjustedVelocity *= adjustmentFactor;
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rb.LinearVelocity = adjustedVelocity;
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}*/
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//TODO delete this when original intended code above works with velocity being limited correctly
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rb.LinearVelocity = normalisedDifference * chaseSpeed;
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//End chase if too far
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if ((pTransform.GlobalPosition - transform.GlobalPosition).GetMagnitude() >= distanceToEndChase)
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{
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//Stop the chase
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chaseMode = false;
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//Find the nearest waypoint to go instead
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float nearestWaypointDistance = 99999999999999.9f;
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for (int i = 0; i < waypoints.Length; ++i)
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{
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if ((waypoints[i] - transform.GlobalPosition).GetSqrMagnitude() < nearestWaypointDistance)
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{
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nearestWaypointDistance = waypoints[i].GetSqrMagnitude();
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currentTargetWaypointIndex = i;
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}
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}
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}
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}
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}
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}
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}
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