CQ_Intelligent-Technology-T.../Assets/Improt/UTS/Scripts/Paths/AudiencePath.cs

282 lines
11 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudiencePath : WalkPath
{
public enum Angle
{
zero,
minus90,
plus90
};
[Range(0.0f, 5.0f)] [Tooltip("Offset from the line along the X axis / Смещение от линии по оси X")] public float randXPos = 0.1f;
[Range(0.0f, 5.0f)] [Tooltip("Offset from the line along the Z axis / Смещение от линии по оси Z")] public float randZPos = 0.1f;
[Tooltip("Type of rotation / Вариант поворота")] [SerializeField] private Angle angle = Angle.plus90;
[Range(-180, 180)]
[Tooltip("Rotation of people / Поворот человека")] [SerializeField] private float peopleRotation;
[Tooltip("Look for target / Слежение за таргетом")] [HideInInspector] [SerializeField] private bool looking;
[Tooltip("Target / Цель")] [HideInInspector] [SerializeField] private Transform target;
[Tooltip("Speed rotation (smooth) / Скорость поворота (смягчение)")] [HideInInspector] [SerializeField] private float damping;
public override void DrawCurved(bool withDraw, EnumDir direct = EnumDir.Forward)
{
if (numberOfWays < 1) numberOfWays = 1;
if (lineSpacing < 0.6f) lineSpacing = 0.6f;
_forward = new bool[numberOfWays];
for(int w = 0; w < numberOfWays; w++)
{
_forward[w] = true;
}
if (pathPoint.Count < 2) return;
points = new Vector3[numberOfWays, pathPoint.Count + 2];
pointLength[0] = pathPoint.Count + 2;
for (int i = 0; i < pathPointTransform.Count; i++)
{
Vector3 vectorStart;
Vector3 vectorEnd;
if (i == 0)
{
if (loopPath)
{
vectorStart = pathPointTransform[pathPointTransform.Count - 1].transform.position - pathPointTransform[i].transform.position;
}
else
{
vectorStart = Vector3.zero;
}
vectorEnd = pathPointTransform[i].transform.position - pathPointTransform[i + 1].transform.position;
}
else if (i == pathPointTransform.Count - 1)
{
vectorStart = pathPointTransform[i - 1].transform.position - pathPointTransform[i].transform.position;
if (loopPath)
{
vectorEnd = pathPointTransform[i].transform.position - pathPointTransform[0].transform.position;
}
else
{
vectorEnd = Vector3.zero;
}
}
else
{
vectorStart = pathPointTransform[i - 1].transform.position - pathPointTransform[i].transform.position;
vectorEnd = pathPointTransform[i].transform.position - pathPointTransform[i + 1].transform.position;
}
//
Vector3 vectorShift = Vector3.Normalize((Quaternion.Euler(0, 90, 0) * (vectorStart + vectorEnd)));
//
points[0, i + 1] = numberOfWays % 2 == 1 ? pathPointTransform[i].transform.position : pathPointTransform[i].transform.position + vectorShift * lineSpacing / 2;
if (numberOfWays > 1) points[1, i + 1] = points[0, i + 1] - vectorShift * lineSpacing;
for (int w = 1; w < numberOfWays; w++)
{
points[w, i + 1] = points[0, i + 1] + vectorShift * lineSpacing * (float)(System.Math.Pow(-1, w)) * ((w + 1) / 2);
}
}
for (int w = 0; w < numberOfWays; w++)
{
points[w, 0] = points[w, 1];
points[w, pointLength[0] - 1] = points[w, pointLength[0] - 2];
}
if (withDraw)
{
for (int w = 0; w < numberOfWays; w++)
{
if (loopPath)
{
Gizmos.color = (_forward[w] ? Color.green : Color.red);
Gizmos.DrawLine(points[w, 0], points[w, pathPoint.Count]);
}
for (int i = 1; i < pathPoint.Count; i++)
{
Gizmos.color = (_forward[w] ? Color.green : Color.red);
Gizmos.DrawLine(points[w, i + 1], points[w, i]);
}
}
}
}
public override void SpawnPeople()
{
List<GameObject> pfb = new List<GameObject>(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;
}
int peopleCount = Mathf.FloorToInt((Density * pathLength) / _minimalObjectLength);
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 = Random.Range(-segmentLen / 3f, segmentLen / 3f) + (wayIndex * segmentLen);
var finalRandomDistance = (peopleIndex + 1) * segmentLen + randomShift;
Vector3 routePosition = GetRoutePosition(pointArray, finalRandomDistance, pCount, loopPath);
routePosition = new Vector3(routePosition.x, routePosition.y, routePosition.z);
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<SemaphoreSystem>() != null || rrr[i].collider.GetComponent<SemaphoreMovementSide>() != 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;
people.transform.parent = par.transform;
PeopleController pc = people.AddComponent<PeopleController>();
pc.animNames = new string[4] { "idle1", "idle2", "cheer", "claphands" };
if (looking)
{
pc.target = target;
pc.damping = damping;
}
var movePath = people.AddComponent<MovePath>();
movePath.walkPath = this;
movePath.InitStartPosition(wayIndex,
GetRoutePoint((peopleIndex + 1) * segmentLen + randomShift, wayIndex, pCount, true, loopPath), loopPath, true);
Vector3 targetPos = new Vector3(movePath.finishPos.x, people.transform.position.y, movePath.finishPos.z);
people.transform.LookAt(targetPos);
if (angle == Angle.zero)
{
people.transform.eulerAngles = new Vector3(people.transform.eulerAngles.x, people.transform.eulerAngles.y + peopleRotation, people.transform.eulerAngles.z);
}
else
{
people.transform.eulerAngles = new Vector3(people.transform.eulerAngles.x, people.transform.eulerAngles.y + ((angle == Angle.plus90) ? 90 : -90) + peopleRotation, people.transform.eulerAngles.z);
}
people.transform.position += people.transform.forward * Random.Range(-randZPos, randZPos);
people.transform.position += people.transform.right * Random.Range(-randXPos, randXPos);
dist = 0;
bestCandidate = 0;
rrr = Physics.RaycastAll(or = new Vector3(people.transform.position.x, people.transform.position.y + highToSpawn, people.transform.position.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)
{
people.transform.position = new Vector3(people.transform.position.x, rrr[bestCandidate].point.y, rrr[bestCandidate].point.z);
}
}
}
}
}