using UnityEngine; using System.Collections.Generic; public class CarWalkPath : WalkPath { [Tooltip("Direction of movement / Направление движения. Левостороннее, правостороннее, итд.")] [SerializeField] private EnumDir direction; [Tooltip("Vehicle Speed / Скорость машины")] public float moveSpeed = 12.0f; [Tooltip("Vehicle Deseleration / Торможение машины")] public float speadDecrease = 2.0f; [Tooltip("Vehicle Acceleration / Ускорение автомобиля")] public float speadIncrease = 2.0f; [Tooltip("Distance to Car / Расстояние до автомобиля")] public float distanceToCar = 10.0f; [Tooltip("Distance to traffic lights / Расстояние до светофора")] public float distanceToSemaphore = 10.0f; [HideInInspector] [SerializeField] [Tooltip("Ignore pedestrian colliders? / Игнорировать коллайдеры пешеходов?")] private bool _ignorePeople = false; [Tooltip("Distance to the point / Расстояние до точки")] public float nextPointThreshold = 3; [Tooltip("Maximum rotation angle for braking / Максимальный угол поворота для притормаживания")] public float maxAngleToMoveBreak = 8.0f; private void Start() { if (_ignorePeople) { Physics.IgnoreLayerCollision(9, 8, true); } } public override void DrawCurved(bool withDraw, EnumDir direct = EnumDir.Forward) { base.DrawCurved(withDraw, direction); } public override void CreateSpawnPoints() { SpawnPoints = new SpawnPoint[points.GetLength(0)]; for (int i = 0; i < points.GetLength(0); i++) { var startPoint = _forward[i] ? points[i, 0] : points[i, points.GetLength(1) - 1]; var nextPoint = _forward[i] ? points[i, 2] : points[i, points.GetLength(1) - 3]; SpawnPoints[i] = SpawnPoint.CarCreate( string.Format("SpawnPoint (Path {0})", i + 1), startPoint, nextPoint, lineSpacing, i, _forward[i], this, 3f, 10f ); } } public override void SpawnOnePeople(int w, bool forward) { List pfb = new List(walkingPrefabs); for (int i = pfb.Count - 1; i >= 0; i--) { if (pfb[i] == null) { pfb.RemoveAt(i); } } walkingPrefabs = pfb.ToArray(); int prefabNum = UnityEngine.Random.Range(0, walkingPrefabs.Length); var people = gameObject; if (!forward) { people = Instantiate(walkingPrefabs[prefabNum], points[w, pointLength[0] - 2], Quaternion.identity) as GameObject; } else { people = Instantiate(walkingPrefabs[prefabNum], points[w, 1], Quaternion.identity) as GameObject; } var movePath = people.AddComponent(); var car = people.AddComponent(); car.GetBoxSize(); CarInitialize(ref car); people.transform.parent = par.transform; movePath.walkPath = this; if (!forward) { movePath.InitStartPosition(w, pointLength[0] - 3, loopPath, forward); people.transform.LookAt(points[w, pointLength[0] - 3]); } else { movePath.InitStartPosition(w, 1, loopPath, forward); people.transform.LookAt(points[w, 2]); } movePath._walkPointThreshold = nextPointThreshold; } public override void SpawnPeople() { List pfb = new List(walkingPrefabs); for (int i = pfb.Count - 1; i >= 0; i--) { if (pfb[i] == null) { pfb.RemoveAt(i); } } walkingPrefabs = pfb.ToArray(); if (points == null) DrawCurved(false); if (par == null) { par = new GameObject(); par.transform.parent = gameObject.transform; par.name = "walkingObjects"; } int pathPointCount; if (!loopPath) { pathPointCount = pointLength[0] - 2; } else { pathPointCount = pointLength[0] - 1; } if (pathPointCount < 2) return; var pCount = loopPath ? pointLength[0] - 1 : pointLength[0] - 2; for (int wayIndex = 0; wayIndex < numberOfWays; wayIndex++) { _distances = new float[pCount]; float pathLength = 0f; for (int i = 1; i < pCount; i++) { Vector3 vector; if (loopPath && i == pCount - 1) { vector = points[wayIndex, 1] - points[wayIndex, pCount]; } else { vector = points[wayIndex, i + 1] - points[wayIndex, i]; } pathLength += vector.magnitude; _distances[i] = pathLength; } bool forward = false; switch (direction.ToString()) { case "Forward": forward = true; break; case "Backward": forward = false; break; case "HugLeft": forward = (wayIndex + 2) % 2 == 0; break; case "HugRight": forward = (wayIndex + 2) % 2 != 0; break; case "WeaveLeft": forward = wayIndex != 1 && wayIndex != 2 && (wayIndex - 1) % 4 != 0 && (wayIndex - 2) % 4 != 0; break; case "WeaveRight": forward = wayIndex == 1 || wayIndex == 2 || (wayIndex - 1) % 4 == 0 || (wayIndex - 2) % 4 == 0; break; } int peopleCount = Mathf.FloorToInt((Density * pathLength) / _minimalObjectLength * 0.2f); float segmentLen = _minimalObjectLength + (pathLength - (peopleCount * _minimalObjectLength)) / peopleCount; int[] pickList = CommonUtils.GetRandomPrefabIndexes(peopleCount, ref walkingPrefabs); Vector3[] pointArray = new Vector3[_distances.Length]; for (int i = 1; i < _distances.Length; i++) { pointArray[i - 1] = points[wayIndex, i]; } pointArray[_distances.Length - 1] = loopPath ? points[wayIndex, 1] : points[wayIndex, _distances.Length]; for (int peopleIndex = 0; peopleIndex < peopleCount; peopleIndex++) { var people = gameObject; var randomShift = UnityEngine.Random.Range(-segmentLen / 3f, segmentLen / 3f) + (wayIndex * segmentLen); var finalRandomDistance = (peopleIndex + 1) * segmentLen + randomShift; var routePosition = GetRoutePosition(pointArray, finalRandomDistance, pCount, loopPath); Vector3 or; RaycastHit[] rrr = Physics.RaycastAll(or = new Vector3(routePosition.x, routePosition.y + 10000, routePosition.z), Vector3.down, Mathf.Infinity); bool isSemaphore = false; for (int i = 0; i < rrr.Length; i++) { if (rrr[i].collider.GetComponent() != null || rrr[i].collider.GetComponent() != null || rrr[i].collider.GetComponent() != null) { isSemaphore = true; } } if (isSemaphore) continue; float dist = 0; int bestCandidate = 0; rrr = Physics.RaycastAll(or = new Vector3(routePosition.x, routePosition.y + highToSpawn, routePosition.z), Vector3.down, Mathf.Infinity); for (int i = 0; i < rrr.Length; i++) { if (dist < Vector3.Distance(rrr[0].point, or)) { bestCandidate = i; dist = Vector3.Distance(rrr[0].point, or); } } if (rrr.Length > 0) { routePosition.y = rrr[bestCandidate].point.y; } people = Instantiate(walkingPrefabs[pickList[peopleIndex]], routePosition, Quaternion.identity) as GameObject; var movePath = people.AddComponent(); var car = people.AddComponent(); car.GetBoxSize(); CarInitialize(ref car); people.transform.parent = par.transform; movePath.walkPath = this; movePath._walkPointThreshold = nextPointThreshold; movePath.InitStartPosition(wayIndex, GetRoutePoint((peopleIndex + 1) * segmentLen + randomShift, wayIndex, pCount, forward, loopPath), loopPath, forward); movePath.SetLookPosition(); if (people.GetComponent()) { people.GetComponent().Init(); } } } } private void CarInitialize(ref CarAIController carAIController) { float speed = moveSpeed + Random.Range(moveSpeed * -0.15f, moveSpeed * 0.15f); speed = Mathf.Clamp(speed, 0, 15); carAIController.MOVE_SPEED = speed; carAIController.allow = allow; carAIController.INCREASE = speadIncrease; carAIController.DECREASE = speadDecrease; carAIController.TO_CAR = distanceToCar; carAIController.TO_SEMAPHORE = distanceToSemaphore; carAIController.MaxAngle = maxAngleToMoveBreak; } }