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152 lines
6.4 KiB
152 lines
6.4 KiB
using System; |
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using UnityEngine; |
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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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