holopy3/Assets/Plugins/RootMotion/Shared Scripts/Navigator.cs

219 lines
7.2 KiB
C#
Raw Permalink Normal View History

2020-12-10 14:25:12 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RootMotion.Demos
{
// Custom navigator for Unity Navigation.
[System.Serializable]
public class Navigator
{
public enum State
{
Idle,
Seeking,
OnPath,
}
[Tooltip("Should this Navigator be actively seeking a path.")]
public bool activeTargetSeeking;
[Tooltip("Increase this value if the character starts running in a circle, not able to reach the corner because of a too large turning radius.")]
public float cornerRadius = 0.5f;
[Tooltip("Recalculate path if target position has moved by this distance from the position it was at when the path was originally calculated")]
public float recalculateOnPathDistance = 1f;
//public float recalculateBadTargetDistance = 1f;
[Tooltip("Sample within this distance from sourcePosition.")]
public float maxSampleDistance = 5f;
[Tooltip("Interval of updating the path")]
public float nextPathInterval = 3f;
/// <summary>
/// Get the move direction vector (normalized). If nowhere to go or path finished, will return Vector3.zero.
/// </summary>
public Vector3 normalizedDeltaPosition { get; private set; }
/// <summary>
/// Get the current state of this Navigator (Idle, Seeking, OnPath).
/// </summary>
public State state { get; private set; }
private Transform transform;
private int cornerIndex;
private Vector3[] corners = new Vector3[0];
private UnityEngine.AI.NavMeshPath path;
private Vector3 lastTargetPosition;
private bool initiated;
private float nextPathTime;
public void Initiate(Transform transform)
{
this.transform = transform;
path = new UnityEngine.AI.NavMeshPath();
initiated = true;
cornerIndex = 0;
corners = new Vector3[0];
state = State.Idle;
lastTargetPosition = new Vector3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity);
}
public void Update(Vector3 targetPosition)
{
if (!initiated)
{
Debug.LogError("Trying to update an uninitiated Navigator.");
return;
}
switch (state)
{
// When seeking path
case State.Seeking:
normalizedDeltaPosition = Vector3.zero;
if (path.status == UnityEngine.AI.NavMeshPathStatus.PathComplete)
{
corners = path.corners;
cornerIndex = 0;
if (corners.Length == 0)
{
Debug.LogWarning("Zero Corner Path", transform);
Stop();
}
else
{
state = State.OnPath;
}
}
if (path.status == UnityEngine.AI.NavMeshPathStatus.PathPartial)
{
Debug.LogWarning("Path Partial", transform);
}
if (path.status == UnityEngine.AI.NavMeshPathStatus.PathInvalid)
{
Debug.LogWarning("Path Invalid", transform);
}
break;
// When already on path
case State.OnPath:
if (activeTargetSeeking && Time.time > nextPathTime && HorDistance(targetPosition, lastTargetPosition) > recalculateOnPathDistance)
{
CalculatePath(targetPosition);
break;
}
if (cornerIndex < corners.Length)
{
Vector3 d = corners[cornerIndex] - transform.position;
d.y = 0f;
float mag = d.magnitude;
if (mag > 0f) normalizedDeltaPosition = (d / d.magnitude);
else normalizedDeltaPosition = Vector3.zero;
if (mag < cornerRadius)
{
cornerIndex++;
if (cornerIndex >= corners.Length) Stop();
}
}
break;
// Not on path, not seeking
case State.Idle:
if (activeTargetSeeking && Time.time > nextPathTime) CalculatePath(targetPosition);
break;
}
}
private void CalculatePath(Vector3 targetPosition)
{
if (Find(targetPosition))
{
lastTargetPosition = targetPosition;
state = State.Seeking;
}
else
{
Stop();
}
nextPathTime = Time.time + nextPathInterval;
}
private bool Find(Vector3 targetPosition)
{
if (HorDistance(transform.position, targetPosition) < cornerRadius * 2f) return false;
//if (HorDistance(targetPosition, lastTargetPosition) < recalculateBadTargetDistance) return false;
if (UnityEngine.AI.NavMesh.CalculatePath(transform.position, targetPosition, UnityEngine.AI.NavMesh.AllAreas, path))
{
return true;
}
else
{
UnityEngine.AI.NavMeshHit hit = new UnityEngine.AI.NavMeshHit();
if (UnityEngine.AI.NavMesh.SamplePosition(targetPosition, out hit, maxSampleDistance, UnityEngine.AI.NavMesh.AllAreas))
{
if (UnityEngine.AI.NavMesh.CalculatePath(transform.position, hit.position, UnityEngine.AI.NavMesh.AllAreas, path))
{
return true;
}
}
}
return false;
}
private void Stop()
{
state = State.Idle;
normalizedDeltaPosition = Vector3.zero;
}
private float HorDistance(Vector3 p1, Vector3 p2)
{
return Vector2.Distance(new Vector2(p1.x, p1.z), new Vector2(p2.x, p2.z));
}
public void Visualize()
{
if (state == State.Idle) Gizmos.color = Color.gray;
if (state == State.Seeking) Gizmos.color = Color.red;
if (state == State.OnPath) Gizmos.color = Color.green;
if (corners.Length > 0 && state == State.OnPath && cornerIndex == 0)
{
Gizmos.DrawLine(transform.position, corners[0]);
}
for (int i = 0; i < corners.Length; i++)
{
Gizmos.DrawSphere(corners[i], 0.1f);
}
if (corners.Length > 1)
{
for (int i = 0; i < corners.Length - 1; i++)
{
Gizmos.DrawLine(corners[i], corners[i + 1]);
}
}
Gizmos.color = Color.white;
}
}
}