diff --git a/RunningLateGame/Assets/Prefabs/car.fbx b/RunningLateGame/Assets/Prefabs/car.fbx
index ad36b9d..32807e5 100644
--- a/RunningLateGame/Assets/Prefabs/car.fbx
+++ b/RunningLateGame/Assets/Prefabs/car.fbx
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:38b5106e2c02c509b614c342f3cfd2c9106acc6842d1f274b27500dab9219590
-size 76160
+oid sha256:7cccb290b48e24c4626f0a7403e61f7f3768bd238a914015d10bec938db33670
+size 274
diff --git a/RunningLateGame/Assets/Scenes/SampleScene.unity b/RunningLateGame/Assets/Scenes/SampleScene.unity
index 66e42da..4a7819f 100644
--- a/RunningLateGame/Assets/Scenes/SampleScene.unity
+++ b/RunningLateGame/Assets/Scenes/SampleScene.unity
@@ -122,7 +122,12 @@ NavMeshSettings:
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
+<<<<<<< Updated upstream
--- !u!1 &313417770
+=======
+<<<<<<< Updated upstream
+--- !u!1 &330585543
+>>>>>>> Stashed changes
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -186,6 +191,7 @@ WheelCollider:
m_Stiffness: 1
m_IncludeLayers:
serializedVersion: 2
+<<<<<<< Updated upstream
m_Bits: 0
m_ExcludeLayers:
serializedVersion: 2
@@ -264,6 +270,34 @@ WheelCollider:
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m_ProvidesContacts: 0
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+ m_ContrastAdaptiveSharpening: 0
+=======
+>>>>>>> Stashed changes
+>>>>>>> Stashed changes
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+<<<<<<< Updated upstream
--- !u!1 &1024498420
+=======
+<<<<<<< Updated upstream
+=======
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+>>>>>>> Stashed changes
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -439,20 +656,32 @@ GameObject:
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
+<<<<<<< Updated upstream
- component: {fileID: 1024498421}
m_Layer: 0
m_Name: wheels (1)
+=======
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+ - component: {fileID: 946837643}
+ m_Layer: 0
+ m_Name: back_l
+>>>>>>> Stashed changes
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
+<<<<<<< Updated upstream
--- !u!4 &1024498421
+=======
+--- !u!4 &946837642
+>>>>>>> Stashed changes
Transform:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
+<<<<<<< Updated upstream
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@@ -497,6 +726,57 @@ Transform:
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+=======
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+ m_ProvidesContacts: 0
+>>>>>>> Stashed changes
+>>>>>>> Stashed changes
--- !u!1 &1234375544
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@@ -590,7 +870,13 @@ Transform:
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m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+<<<<<<< Updated upstream
--- !u!1 &1549667941
+=======
+<<<<<<< Updated upstream
+=======
+--- !u!1 &1527981079
+>>>>>>> Stashed changes
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -598,21 +884,32 @@ GameObject:
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
+<<<<<<< Updated upstream
- component: {fileID: 1549667942}
- component: {fileID: 1549667943}
m_Layer: 0
m_Name: back_l
+=======
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+ m_Layer: 0
+ m_Name: Target
+>>>>>>> Stashed changes
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
+<<<<<<< Updated upstream
--- !u!4 &1549667942
+=======
+--- !u!4 &1527981080
+>>>>>>> Stashed changes
Transform:
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m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
+<<<<<<< Updated upstream
m_GameObject: {fileID: 1549667941}
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@@ -732,6 +1029,17 @@ WheelCollider:
m_LayerOverridePriority: 0
m_Enabled: 1
m_ProvidesContacts: 0
+=======
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+>>>>>>> Stashed changes
--- !u!1001 &1703341036
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objectReference: {fileID: 0}
- target: {fileID: 3313027092289172340, guid: aebcdae242e01f94b8df85895a81a0ff,
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+<<<<<<< Updated upstream
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+>>>>>>> Stashed changes
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value: 100
objectReference: {fileID: 0}
@@ -800,11 +1116,93 @@ PrefabInstance:
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value: 0
objectReference: {fileID: 0}
+<<<<<<< Updated upstream
+=======
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+>>>>>>> Stashed changes
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m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: aebcdae242e01f94b8df85895a81a0ff, type: 3}
+<<<<<<< Updated upstream
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+>>>>>>> Stashed changes
--- !u!1 &2031846085
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m_LocalRotation: {x: 0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
+<<<<<<< Updated upstream
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m_ConstrainProportionsScale: 0
m_Children:
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+ - {fileID: 682128552}
+>>>>>>> Stashed changes
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@@ -899,6 +1305,10 @@ Transform:
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m_ConstrainProportionsScale: 0
m_Children:
+<<<<<<< Updated upstream
+=======
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+>>>>>>> Stashed changes
- {fileID: 175694171717526785}
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m_Script: {fileID: 11500000, guid: 6da9430305b32f446a2517f4a73fdf57, type: 3}
m_Name:
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+<<<<<<< Updated upstream
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turnAngle: 30
wheels:
@@ -948,6 +1359,24 @@ MonoBehaviour:
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axel: 1
brakeForce: 100
+=======
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+ axel: 1
+ brakeForce: 1000
+>>>>>>> Stashed changes
braking: 0
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@@ -961,6 +1390,13 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: bc82a40176164f02897928bd573bc2ca, type: 3}
m_Name:
m_EditorClassIdentifier:
+<<<<<<< Updated upstream
+=======
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+ slowingSpeed: 5
+ slowingDistance: 30
+>>>>>>> Stashed changes
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@@ -1005,9 +1441,15 @@ Transform:
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m_GameObject: {fileID: 7018000553910114355}
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+<<<<<<< Updated upstream
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+>>>>>>> Stashed changes
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@@ -1054,9 +1496,15 @@ Transform:
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m_GameObject: {fileID: 1041543500241701263}
serializedVersion: 2
+<<<<<<< Updated upstream
m_LocalRotation: {x: 0, y: -0, z: -0.7071068, w: 0.7071068}
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+>>>>>>> Stashed changes
m_ConstrainProportionsScale: 0
m_Children: []
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m_LocalPosition: {x: 0, y: 0, z: 0}
+<<<<<<< Updated upstream
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+>>>>>>> Stashed changes
m_ConstrainProportionsScale: 0
m_Children:
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@@ -1196,9 +1648,15 @@ Transform:
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m_GameObject: {fileID: 1582988942254250249}
serializedVersion: 2
+<<<<<<< Updated upstream
m_LocalRotation: {x: 0, y: -0, z: -0.7071068, w: 0.7071068}
m_LocalPosition: {x: -0.7592659, y: -0.23072661, z: 0.9910559}
m_LocalScale: {x: 30.643345, y: 6.1144395, z: 30.643345}
+=======
+ m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+ m_LocalPosition: {x: -0.7592659, y: -0.23072661, z: 0.9910559}
+ m_LocalScale: {x: 1, y: 1, z: 1}
+>>>>>>> Stashed changes
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4361362965383754916}
@@ -1914,8 +2372,13 @@ BoxCollider:
m_ProvidesContacts: 0
m_Enabled: 1
serializedVersion: 3
+<<<<<<< Updated upstream
m_Size: {x: 0.01, y: 0.014814308, z: 0.010120844}
m_Center: {x: 0, y: 0.004394592, z: 0.00006042119}
+=======
+ m_Size: {x: 1.5185318, y: 1.1346006, z: 3.2737274}
+ m_Center: {x: 0, y: 0.33657372, z: -0.019544065}
+>>>>>>> Stashed changes
--- !u!4 &8417055251110083872
Transform:
m_ObjectHideFlags: 0
@@ -1924,9 +2387,15 @@ Transform:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3543920631802817220}
serializedVersion: 2
+<<<<<<< Updated upstream
m_LocalRotation: {x: 0, y: -0, z: -0.7071068, w: 0.7071068}
m_LocalPosition: {x: -0.7592659, y: -0.23072661, z: -0.9910543}
m_LocalScale: {x: 30.643345, y: 6.1144395, z: 30.643345}
+=======
+ m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+ m_LocalPosition: {x: -0.7592659, y: -0.23072661, z: -0.9910543}
+ m_LocalScale: {x: 1, y: 1, z: 1}
+>>>>>>> Stashed changes
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 4361362965383754916}
@@ -2015,6 +2484,10 @@ MeshRenderer:
m_SortingLayer: 0
m_SortingOrder: 0
m_AdditionalVertexStreams: {fileID: 0}
+<<<<<<< Updated upstream
+=======
+>>>>>>> Stashed changes
+>>>>>>> Stashed changes
--- !u!1660057539 &9223372036854775807
SceneRoots:
m_ObjectHideFlags: 0
diff --git a/RunningLateGame/Assets/Scripts/AI.cs b/RunningLateGame/Assets/Scripts/AI.cs
index 258dbab..79bd5ac 100644
--- a/RunningLateGame/Assets/Scripts/AI.cs
+++ b/RunningLateGame/Assets/Scripts/AI.cs
@@ -1,7 +1,11 @@
/*
* author: lin hengrui ryan
* date: 30/7/2024
+<<<<<<< Updated upstream
* description: ai code for the different ai in the game
+=======
+ * description: AI code for the different AI in the game
+>>>>>>> Stashed changes
*/
using System.Collections;
@@ -11,6 +15,7 @@
public class AI : MonoBehaviour
{
+<<<<<<< Updated upstream
///
/// the types of ai that this game object can be
///
@@ -29,6 +34,17 @@ public enum EntityType
/// to show the entity types in the inspector as a dropdown
///
public EntityType entityType;
+=======
+
+
+
+ ///
+ /// to save resources when referring to the speed of this AI
+ ///
+ private static readonly int AnimatorSpeed = Animator.StringToHash("Speed");
+
+
+>>>>>>> Stashed changes
///
/// set the layers the AI can be on
@@ -70,35 +86,63 @@ public enum EntityType
///
private string _nextState;
+<<<<<<< Updated upstream
+=======
+
+
+
+>>>>>>> Stashed changes
///
/// to set initial values
///
public void Awake()
{
+<<<<<<< Updated upstream
_agent = GetComponent();
if (entityType == EntityType.Human)
{
_animator = GetComponent();
_currentState = "Strolling";
}
+=======
+
+ _agent = GetComponent();
+ _animator = GetComponent();
+ _currentState = "Strolling";
+
+
+
+>>>>>>> Stashed changes
_nextState = _currentState;
ChangeState();
}
///
+<<<<<<< Updated upstream
/// to update the speed of the AI to the animator each frame and to update any state changes to the ai
///
public void Update()
{
if (entityType == EntityType.Human) _animator.SetFloat(AnimatorSpeed, _agent.velocity.magnitude);
+=======
+ /// to update the speed of the AI to the animator each frame and to update any state changes to the AI
+ ///
+ public void Update()
+ {
+ _animator.SetFloat(AnimatorSpeed, _agent.velocity.magnitude);
+>>>>>>> Stashed changes
_currentState = _nextState;
}
///
/// to change the scene when needed
///
+<<<<<<< Updated upstream
public void ChangeState()
+=======
+ private void ChangeState()
+>>>>>>> Stashed changes
{
StartCoroutine(_currentState);
}
@@ -128,7 +172,10 @@ private IEnumerator Strolling()
while (_currentState == "Strolling")
{
+<<<<<<< Updated upstream
Debug.Log("strolling");
+=======
+>>>>>>> Stashed changes
if (!_destinationPointSet)
SearchWalkPoint();
else
@@ -141,4 +188,9 @@ private IEnumerator Strolling()
ChangeState();
}
+<<<<<<< Updated upstream
+=======
+
+
+>>>>>>> Stashed changes
}
\ No newline at end of file
diff --git a/RunningLateGame/Assets/Scripts/CarController.cs b/RunningLateGame/Assets/Scripts/CarController.cs
index 05959b1..810d113 100644
--- a/RunningLateGame/Assets/Scripts/CarController.cs
+++ b/RunningLateGame/Assets/Scripts/CarController.cs
@@ -13,12 +13,17 @@ public enum Axel
public float acceleration;
public float turnAngle;
public List wheels;
+<<<<<<< Updated upstream
public float brakeForce = 50.0f;
+=======
+ public float brakeForce;
+>>>>>>> Stashed changes
private float _currentAcceleration;
private float _currentTurn;
public bool braking;
+<<<<<<< Updated upstream
private void FixedUpdate()
{
@@ -32,6 +37,21 @@ public void SetInputs(float forwardAmount,float turnAmount)
_currentAcceleration = forwardAmount*acceleration;
_currentTurn = turnAmount*turnAngle;
}
+=======
+ private void FixedUpdate()
+ {
+ Brake();
+ Move();
+ Steering();
+ }
+
+ public void SetInputs(float forwardAmount, float turnAmount)
+ {
+ _currentAcceleration = forwardAmount * acceleration;
+ _currentTurn = turnAmount * turnAngle;
+ }
+
+>>>>>>> Stashed changes
public void Move()
{
foreach (var wheel in wheels) wheel.wheelCollider.motorTorque = _currentAcceleration;
@@ -61,4 +81,9 @@ public struct Wheel
public WheelCollider wheelCollider;
public Axel axel;
}
+<<<<<<< Updated upstream
+=======
+
+
+>>>>>>> Stashed changes
}
\ No newline at end of file
diff --git a/RunningLateGame/Assets/Scripts/ai car.cs b/RunningLateGame/Assets/Scripts/ai car.cs
index 4b24857..fa85465 100644
--- a/RunningLateGame/Assets/Scripts/ai car.cs
+++ b/RunningLateGame/Assets/Scripts/ai car.cs
@@ -1,19 +1,137 @@
+<<<<<<< Updated upstream
using System;
+=======
+using System.Collections;
+>>>>>>> Stashed changes
using UnityEngine;
public class AICar : MonoBehaviour
{
+<<<<<<< Updated upstream
private CarController _carController;
private void Awake()
{
_carController = GetComponent();
+=======
+ [SerializeField] private Transform carPosition;
+ [SerializeField] private float stoppingDistance;
+ [SerializeField] private float slowingSpeed;
+ [SerializeField] private float slowingDistance;
+ [SerializeField] private float reverseDist;
+ private CarController _car;
+ private string _currentState;
+ private Transform _driveTarget;
+ private string _nextState;
+
+
+ private void Awake()
+ {
+ var hasChild = false;
+ var i = 0;
+ GameObject test;
+ while (!hasChild)
+ {
+ test = gameObject.transform.GetChild(i).gameObject;
+ if (test.name == "Target")
+ {
+ _driveTarget = test.transform;
+ hasChild = true;
+ }
+ else
+ {
+ i++;
+ }
+ }
+
+ _car = GetComponent();
+ _currentState = "Driving";
+ _nextState = _currentState;
+ ChangeState();
+>>>>>>> Stashed changes
}
private void Update()
{
+<<<<<<< Updated upstream
float forwardAmount = 1f;
float turnAmount = 1f;
_carController.SetInputs(forwardAmount,turnAmount);
+=======
+ _currentState = _nextState;
+ }
+
+ private void ChangeState()
+ {
+ StartCoroutine(_currentState);
+ }
+
+ private IEnumerator Driving()
+ {
+ _car = GetComponent();
+
+ while (_currentState == "Driving")
+ {
+ var accelerationAmount = 0f;
+ var turnAmount = 0f;
+ var targetPosition = _driveTarget.position;
+ var dirToMove = (targetPosition - carPosition.transform.position).normalized;
+ var forwardsAmount = Vector3.Dot(carPosition.transform.forward, dirToMove);
+ var directionToDrive = Vector3.SignedAngle(carPosition.transform.forward, dirToMove, Vector3.up);
+ var distanceToTarget = Vector3.Distance(carPosition.position, targetPosition);
+ if (distanceToTarget >= stoppingDistance)
+ {
+ _car.braking = false;
+ //in front of target position
+ if (forwardsAmount > 0)
+ {
+ //closer than the slowing distance
+ if (distanceToTarget <= slowingDistance)
+ {
+ //the car is very fast
+ if (carPosition.GetComponent().velocity.magnitude > slowingSpeed)
+ accelerationAmount = -2;
+ else
+ accelerationAmount = 1;
+ }
+
+ else
+ {
+ accelerationAmount = 1;
+ }
+ }
+ else
+ {
+ if (distanceToTarget < reverseDist)
+ {
+ accelerationAmount = -1;
+ }
+ else
+ {
+ accelerationAmount = 1;
+ }
+
+ }
+
+
+ if (directionToDrive < 0)
+ turnAmount = 1;
+ else if (directionToDrive > 0)
+ turnAmount = -1;
+ else
+ turnAmount = 0;
+ }
+ else
+ {
+ _car.braking = true;
+ accelerationAmount = 0f;
+ turnAmount = 0f;
+ }
+
+ Debug.Log(carPosition.GetComponent().velocity.magnitude);
+ _car.SetInputs(accelerationAmount, turnAmount);
+ yield return new WaitForEndOfFrame();
+ }
+>>>>>>> Stashed changes
}
}
\ No newline at end of file