game: rework car ai scripts and rename
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RunningLateGame/Assets/Prefabs/AICar.prefab
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935
RunningLateGame/Assets/Prefabs/AICar.prefab
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7
RunningLateGame/Assets/Prefabs/AICar.prefab.meta
Normal file
7
RunningLateGame/Assets/Prefabs/AICar.prefab.meta
Normal file
|
@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: a270ba76a3b8cc0458007401cf8f08bf
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@ -809,7 +809,7 @@ GameObject:
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movingRange: 149
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BIN
RunningLateGame/Assets/Prefabs/car.fbx
(Stored with Git LFS)
BIN
RunningLateGame/Assets/Prefabs/car.fbx
(Stored with Git LFS)
Binary file not shown.
File diff suppressed because it is too large
Load diff
|
@ -129,4 +129,4 @@ private IEnumerator Strolling()
|
|||
|
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ChangeState();
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}
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}
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}
|
152
RunningLateGame/Assets/Scripts/AiCar.cs
Normal file
152
RunningLateGame/Assets/Scripts/AiCar.cs
Normal file
|
@ -0,0 +1,152 @@
|
|||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class AICar : MonoBehaviour
|
||||
{
|
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[SerializeField] private Transform carPosition;
|
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[SerializeField] private float stoppingDistance;
|
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[SerializeField] private float slowingSpeed;
|
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[SerializeField] private float slowingDistance;
|
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[SerializeField] private float reverseDist;
|
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private string _currentState;
|
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private string _nextState;
|
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private float _accelerationInput;
|
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private CarController _car;
|
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private float _angularDirection;
|
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private Vector3 _dirToMove;
|
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private float _distanceToTarget;
|
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private Transform _driveTarget;
|
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private float _turnInput;
|
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private float _verticalDirection;
|
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|
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private void Awake()
|
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{
|
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var hasChild = false;
|
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var i = 0;
|
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GameObject test;
|
||||
while (!hasChild)
|
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{
|
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test = gameObject.transform.GetChild(i).gameObject;
|
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if (test.name == "Target")
|
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{
|
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_driveTarget = test.transform;
|
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hasChild = true;
|
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}
|
||||
else
|
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{
|
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i++;
|
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}
|
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}
|
||||
|
||||
_car = GetComponent<CarController>();
|
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_currentState = "Stopped";
|
||||
_nextState = _currentState;
|
||||
ChangeState();
|
||||
}
|
||||
|
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private void Update()
|
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{
|
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_currentState = _nextState;
|
||||
Debug.Log(_currentState);
|
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}
|
||||
|
||||
private void ChangeState()
|
||||
{
|
||||
StartCoroutine(_currentState);
|
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}
|
||||
|
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private void Steering()
|
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{
|
||||
_angularDirection = Vector3.SignedAngle(carPosition.transform.forward,
|
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(_driveTarget.position - carPosition.transform.position).normalized, Vector3.up);
|
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if (_angularDirection < 0)
|
||||
_turnInput = -1;
|
||||
else
|
||||
_turnInput = 1;
|
||||
}
|
||||
|
||||
private IEnumerator Stopped()
|
||||
{
|
||||
|
||||
while (_currentState == "Stopped")
|
||||
{
|
||||
_distanceToTarget=Vector3.Distance(carPosition.position, _driveTarget.position);
|
||||
_car.braking = true;
|
||||
_accelerationInput = 0f;
|
||||
_turnInput = 0f;
|
||||
if (_distanceToTarget>stoppingDistance)
|
||||
{
|
||||
_nextState = "Slowed";
|
||||
}
|
||||
yield return new WaitForSeconds(1);
|
||||
}
|
||||
ChangeState();
|
||||
}
|
||||
|
||||
private IEnumerator Slowed()
|
||||
{
|
||||
_car.braking = false;
|
||||
while (_currentState == "Slowed")
|
||||
{
|
||||
|
||||
_verticalDirection = Vector3.Dot(carPosition.transform.forward,
|
||||
(_driveTarget.position - carPosition.transform.position).normalized);
|
||||
_distanceToTarget = Vector3.Distance(carPosition.position, _driveTarget.position);
|
||||
if (_verticalDirection>0)
|
||||
{
|
||||
if (carPosition.GetComponent<Rigidbody>().velocity.magnitude > slowingSpeed)
|
||||
_accelerationInput = -1;
|
||||
else
|
||||
_accelerationInput = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_distanceToTarget < reverseDist)
|
||||
_accelerationInput = -1;
|
||||
else
|
||||
_accelerationInput = 1;
|
||||
}
|
||||
|
||||
Steering();
|
||||
SlowedCheck();
|
||||
_car.SetInputs(_accelerationInput, _turnInput);
|
||||
yield return new WaitForEndOfFrame();
|
||||
}
|
||||
ChangeState();
|
||||
}
|
||||
|
||||
private IEnumerator Driving()
|
||||
{
|
||||
_car.braking = false;
|
||||
while (_currentState == "Driving")
|
||||
{
|
||||
_verticalDirection = Vector3.Dot(carPosition.transform.forward,
|
||||
(_driveTarget.position - carPosition.transform.position).normalized);
|
||||
_distanceToTarget = Vector3.Distance(carPosition.position, _driveTarget.position);
|
||||
_accelerationInput = 1;
|
||||
|
||||
|
||||
|
||||
Steering();
|
||||
if (_distanceToTarget < slowingDistance) _nextState = "Slowed";
|
||||
_car.SetInputs(_accelerationInput, _turnInput);
|
||||
yield return new WaitForEndOfFrame();
|
||||
}
|
||||
ChangeState();
|
||||
}
|
||||
|
||||
private void SlowedCheck()
|
||||
{
|
||||
if (_distanceToTarget < stoppingDistance)
|
||||
{
|
||||
_nextState = "Stopped";
|
||||
}
|
||||
|
||||
if (_distanceToTarget > slowingDistance) _nextState = "Driving";
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
|
@ -1,114 +0,0 @@
|
|||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class AICar : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Transform carPosition;
|
||||
[SerializeField] private float stoppingDistance;
|
||||
[SerializeField] private float slowingSpeed;
|
||||
[SerializeField] private float slowingDistance;
|
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[SerializeField] private float reverseDist;
|
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private CarController _car;
|
||||
private string _currentState;
|
||||
private Transform _driveTarget;
|
||||
private string _nextState;
|
||||
|
||||
|
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private void Awake()
|
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{
|
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var hasChild = false;
|
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var i = 0;
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GameObject test;
|
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while (!hasChild)
|
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{
|
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test = gameObject.transform.GetChild(i).gameObject;
|
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if (test.name == "Target")
|
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{
|
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_driveTarget = test.transform;
|
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hasChild = true;
|
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}
|
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else
|
||||
{
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
_car = GetComponent<CarController>();
|
||||
_currentState = "Driving";
|
||||
_nextState = _currentState;
|
||||
ChangeState();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
_currentState = _nextState;
|
||||
}
|
||||
|
||||
private void ChangeState()
|
||||
{
|
||||
StartCoroutine(_currentState);
|
||||
}
|
||||
|
||||
private IEnumerator Driving()
|
||||
{
|
||||
_car = GetComponent<CarController>();
|
||||
|
||||
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<Rigidbody>().velocity.magnitude > slowingSpeed)
|
||||
accelerationAmount = -2;
|
||||
else
|
||||
accelerationAmount = 1;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
accelerationAmount = 1;
|
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}
|
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}
|
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else
|
||||
{
|
||||
if (distanceToTarget < reverseDist)
|
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accelerationAmount = -1;
|
||||
else
|
||||
accelerationAmount = 1;
|
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}
|
||||
|
||||
|
||||
if (directionToDrive < 0)
|
||||
turnAmount = 1;
|
||||
else if (directionToDrive > 0)
|
||||
turnAmount = -1;
|
||||
else
|
||||
turnAmount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
_car.braking = true;
|
||||
accelerationAmount = 0f;
|
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turnAmount = 0f;
|
||||
}
|
||||
|
||||
Debug.Log(carPosition.GetComponent<Rigidbody>().velocity.magnitude);
|
||||
_car.SetInputs(accelerationAmount, turnAmount);
|
||||
yield return new WaitForEndOfFrame();
|
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}
|
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}
|
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}
|
|
@ -69,7 +69,7 @@ NavMeshProjectSettings:
|
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cost: 1
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- name:
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cost: 1
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m_LastAgentTypeID: -1372625422
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m_LastAgentTypeID: -902729914
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m_Settings:
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- serializedVersion: 3
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agentTypeID: 0
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|
@ -89,5 +89,24 @@ NavMeshProjectSettings:
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preserveTilesOutsideBounds: 0
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debug:
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agentRadius: 1.88
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agentHeight: 2
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agentSlope: 45
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agentClimb: 0.4
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ledgeDropHeight: 0
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maxJumpAcrossDistance: 0
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minRegionArea: 2
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manualCellSize: 0
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tileSize: 256
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- Humanoid
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- car
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|
|
Reference in a new issue