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m_IsActive: 1 +<<<<<<< Updated upstream --- !u!4 &1549667942 +======= +--- !u!4 &1527981080 +>>>>>>> Stashed changes Transform: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} +<<<<<<< Updated upstream m_GameObject: {fileID: 1549667941} serializedVersion: 2 m_LocalRotation: {x: 0, y: -0, z: -0.7071068, w: 0.7071068} @@ -732,6 +1029,17 @@ WheelCollider: m_LayerOverridePriority: 0 m_Enabled: 1 m_ProvidesContacts: 0 +======= + m_GameObject: {fileID: 1527981079} + serializedVersion: 2 + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 0, z: 0} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 543450651658663480} + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +>>>>>>> Stashed changes --- !u!1001 &1703341036 PrefabInstance: m_ObjectHideFlags: 0 @@ -747,6 +1055,14 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 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{fileID: 0} + m_GameObject: {fileID: 1780227555} + serializedVersion: 2 + m_Center: {x: 0.06, y: 0.15, z: 0} + m_Radius: 0.32 + m_SuspensionSpring: + spring: 3500 + damper: 450 + targetPosition: 0.5 + m_SuspensionDistance: 0.3 + m_ForceAppPointDistance: 0 + m_Mass: 20 + m_WheelDampingRate: 0.25 + m_ForwardFriction: + m_ExtremumSlip: 0.4 + m_ExtremumValue: 1 + m_AsymptoteSlip: 0.8 + m_AsymptoteValue: 0.5 + m_Stiffness: 1 + m_SidewaysFriction: + m_ExtremumSlip: 0.2 + m_ExtremumValue: 1 + m_AsymptoteSlip: 0.5 + m_AsymptoteValue: 0.75 + m_Stiffness: 1 + m_IncludeLayers: + serializedVersion: 2 + m_Bits: 0 + m_ExcludeLayers: + serializedVersion: 2 + m_Bits: 0 + m_LayerOverridePriority: 0 + m_Enabled: 1 + m_ProvidesContacts: 0 +>>>>>>> Stashed changes --- !u!1 &2031846085 GameObject: m_ObjectHideFlags: 0 @@ -878,12 +1276,20 @@ Transform: serializedVersion: 2 m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} +<<<<<<< Updated upstream m_LocalScale: {x: 151.85318, y: 76.588165, z: 323.46393} m_ConstrainProportionsScale: 0 m_Children: - {fileID: 4361362965383754916} - {fileID: 1024498421} - {fileID: 1125800493} +======= + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: + - {fileID: 4361362965383754916} + - {fileID: 682128552} +>>>>>>> Stashed changes m_Father: {fileID: 543450651658663480} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!4 &543450651658663480 @@ -899,6 +1305,10 @@ Transform: m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: +<<<<<<< Updated upstream +======= + - {fileID: 1527981080} +>>>>>>> Stashed changes - {fileID: 175694171717526785} m_Father: {fileID: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} @@ -932,6 +1342,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 6da9430305b32f446a2517f4a73fdf57, type: 3} m_Name: m_EditorClassIdentifier: +<<<<<<< Updated upstream acceleration: 30 turnAngle: 30 wheels: @@ -948,6 +1359,24 @@ MonoBehaviour: wheelCollider: {fileID: 1574385376} axel: 1 brakeForce: 100 +======= + acceleration: 60 + turnAngle: 45 + wheels: + - wheelModel: {fileID: 7018000553910114355} + wheelCollider: {fileID: 1780227557} + axel: 0 + - wheelModel: {fileID: 3543920631802817220} + wheelCollider: {fileID: 712463377} + axel: 0 + - wheelModel: {fileID: 1041543500241701263} + wheelCollider: {fileID: 946837643} + axel: 1 + - wheelModel: {fileID: 1582988942254250249} + wheelCollider: {fileID: 795338597} + axel: 1 + brakeForce: 1000 +>>>>>>> Stashed changes braking: 0 --- !u!114 &919132148007562372 MonoBehaviour: @@ -961,6 +1390,13 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: bc82a40176164f02897928bd573bc2ca, type: 3} m_Name: m_EditorClassIdentifier: +<<<<<<< Updated upstream +======= + carPosition: {fileID: 175694171717526785} + stoppingDistance: 7 + slowingSpeed: 5 + slowingDistance: 30 +>>>>>>> Stashed changes --- !u!1 &1041543500241701263 GameObject: m_ObjectHideFlags: 0 @@ -1005,9 +1441,15 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 7018000553910114355} 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} @@ -1054,9 +1496,15 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1041543500241701263} 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} @@ -1071,7 +1519,11 @@ Transform: serializedVersion: 2 m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} +<<<<<<< Updated upstream m_LocalScale: {x: 0.0065853084, y: 0.013056847, z: 0.003091535} +======= + m_LocalScale: {x: 1, y: 1, z: 1} +>>>>>>> Stashed changes m_ConstrainProportionsScale: 0 m_Children: - {fileID: 4102084789518556337} @@ -1196,9 +1648,15 @@ Transform: m_PrefabAsset: {fileID: 0} 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