336 lines
12 KiB
C#
336 lines
12 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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public enum PeopleAnimState
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{
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idle1, walk, run
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}
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public class PeopleWalkPath : WalkPath
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{
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private PeopleAnimState lastAnimationState = PeopleAnimState.walk;
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[Tooltip("Direction of movement / Направление движения. Левостороннее, правостороннее, итд.")] [SerializeField] private EnumDir direction;
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[Tooltip("Animation of the pedestrian at the start / Анимация пешехода при старте")] public PeopleAnimState animationState = PeopleAnimState.walk;
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[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;
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[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;
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[HideInInspector] [SerializeField] [Tooltip("Ignore pedestrian colliders? / Игнорировать коллайдеры пешеходов?")] private bool _ignorePeople = true;
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[HideInInspector] [SerializeField] [Tooltip("Ignore the colliders of other pedestrians / Игнорировать коллайдеры машин?")] private bool _ignoreCar = true;
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[HideInInspector] [SerializeField] [Tooltip("Ignore the colliders of other pedestrians / Игнорировать коллайдеры велосипедов?")] private bool _ignoreBicycle = true;
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[HideInInspector] [SerializeField] [Tooltip("Set your animation speed? / Установить свою скорость анимации?")] private bool _overrideDefaultAnimationMultiplier = true;
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[HideInInspector] [SerializeField] [Tooltip("Speed animation of walking / Скорость анимации ходьбы")] private float _customWalkAnimationMultiplier = 1.1f;
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[HideInInspector] [SerializeField] [Tooltip("Running animation speed / Скорость анимации бега")] private float _customRunAnimationMultiplier = 0.5f;
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private float nextPointThreshold = 1;
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[Tooltip("Walking speed / Скорость ходьбы")] public float walkSpeed = 1.2f;
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[Tooltip("Running speed / Скорость бега")] public float runSpeed = 3.0f;
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private float speedRotation = 15.0f;
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[Tooltip("Viewing Angle / Угол обзора")] public float viewAngle = 55.0f;
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[Tooltip("Radius of visibility / Радиус видимости")] public float viewRadius = 3.0f;
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[Tooltip("Distance to the pedestrian / Дистанция до пешехода")] public float distToPeople = 4.0f;
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[Tooltip("Layers of car, traffic light, pedestrians, player / Слои автомобиля, светофора, пешеходов, игрока")] public LayerMask targetMask = 3840;
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[HideInInspector] public LayerMask obstacleMask;
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private void Start()
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{
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if (_ignorePeople)
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{
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Physics.IgnoreLayerCollision(8, 8, true);
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}
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if (_ignoreCar)
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{
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Physics.IgnoreLayerCollision(8, 9, true);
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}
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if (_ignoreBicycle)
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{
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Physics.IgnoreLayerCollision(8, 12, true);
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}
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}
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public override void DrawCurved(bool withDraw, EnumDir direct = EnumDir.Forward)
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{
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if (lastAnimationState != animationState)
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{
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lastAnimationState = animationState;
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if (lastAnimationState == PeopleAnimState.run)
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{
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_customWalkAnimationMultiplier = 1.1f;
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_customRunAnimationMultiplier = 0.4f;
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}
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else
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{
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_customWalkAnimationMultiplier = 1.1f;
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_customRunAnimationMultiplier = 0.5f;
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}
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}
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base.DrawCurved(withDraw, direction);
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}
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public override void CreateSpawnPoints()
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{
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SpawnPoints = new SpawnPoint[points.GetLength(0)];
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for (int i = 0; i < points.GetLength(0); i++)
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{
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var startPoint = _forward[i] ? points[i, 0] : points[i, points.GetLength(1) - 1];
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var nextPoint = _forward[i] ? points[i, 2] : points[i, points.GetLength(1) - 3];
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SpawnPoints[i] = SpawnPoint.PeopleCreate(
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string.Format("SpawnPoint (Path {0})", i + 1),
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startPoint,
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nextPoint,
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lineSpacing,
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i,
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_forward[i],
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this,
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3f,
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1f
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);
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}
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}
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public override void SpawnOnePeople(int w, bool forward)
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{
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List<GameObject> pfb = new List<GameObject>(walkingPrefabs);
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for (int i = pfb.Count - 1; i >= 0; i--)
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{
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if (pfb[i] == null)
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{
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pfb.RemoveAt(i);
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}
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}
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walkingPrefabs = pfb.ToArray();
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int prefabNum = Random.Range(0, walkingPrefabs.Length);
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var people = gameObject;
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if (!forward)
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{
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people = Instantiate(walkingPrefabs[prefabNum], points[w, pointLength[0] - 2], Quaternion.identity) as GameObject;
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}
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else
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{
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people = Instantiate(walkingPrefabs[prefabNum], points[w, 1], Quaternion.identity) as GameObject;
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}
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var movePath = people.AddComponent<MovePath>();
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var passersby = people.AddComponent<Passersby>();
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movePath.randXFinish = Random.Range(-randXPos, randXPos);
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movePath.randZFinish = Random.Range(-randZPos, randZPos);
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InitializePassersby(ref passersby);
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people.transform.parent = par.transform;
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movePath.walkPath = this;
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if (!forward)
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{
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movePath.InitStartPosition(w, pointLength[0] - 3, loopPath, forward);
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people.transform.LookAt(points[w, pointLength[0] - 3]);
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}
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else
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{
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movePath.InitStartPosition(w, 1, loopPath, forward);
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people.transform.LookAt(points[w, 2]);
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}
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movePath._walkPointThreshold = nextPointThreshold;
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}
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public override void SpawnPeople()
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{
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List<GameObject> pfb = new List<GameObject>(walkingPrefabs);
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for (int i = pfb.Count - 1; i >= 0; i--)
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{
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if (pfb[i] == null)
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{
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pfb.RemoveAt(i);
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}
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}
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walkingPrefabs = pfb.ToArray();
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if (points == null) DrawCurved(false);
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if (par == null)
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{
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par = new GameObject();
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par.transform.parent = gameObject.transform;
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par.name = "walkingObjects";
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}
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int pathPointCount;
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if (!loopPath)
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{
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pathPointCount = pointLength[0] - 2;
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}
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else
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{
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pathPointCount = pointLength[0] - 1;
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}
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if (pathPointCount < 2) return;
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var pCount = loopPath ? pointLength[0] - 1 : pointLength[0] - 2;
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for (int wayIndex = 0; wayIndex < numberOfWays; wayIndex++)
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{
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_distances = new float[pCount];
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float pathLength = 0f;
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for (int i = 1; i < pCount; i++)
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{
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Vector3 vector;
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if (loopPath && i == pCount - 1)
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{
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vector = points[wayIndex, 1] - points[wayIndex, pCount];
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}
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else
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{
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vector = points[wayIndex, i + 1] - points[wayIndex, i];
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}
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pathLength += vector.magnitude;
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_distances[i] = pathLength;
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}
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bool forward = false;
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switch (direction.ToString())
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{
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case "Forward":
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forward = true;
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break;
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case "Backward":
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forward = false;
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break;
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case "HugLeft":
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forward = (wayIndex + 2) % 2 == 0;
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break;
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case "HugRight":
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forward = (wayIndex + 2) % 2 != 0;
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break;
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case "WeaveLeft":
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forward = wayIndex != 1 && wayIndex != 2 && (wayIndex - 1) % 4 != 0 && (wayIndex - 2) % 4 != 0;
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break;
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case "WeaveRight":
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forward = wayIndex == 1 || wayIndex == 2 || (wayIndex - 1) % 4 == 0 || (wayIndex - 2) % 4 == 0;
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break;
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}
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int peopleCount = Mathf.FloorToInt((Density * pathLength) / _minimalObjectLength);
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float segmentLen = _minimalObjectLength + (pathLength - (peopleCount * _minimalObjectLength)) / peopleCount;
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int[] pickList = CommonUtils.GetRandomPrefabIndexes(peopleCount, ref walkingPrefabs);
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Vector3[] pointArray = new Vector3[_distances.Length];
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for (int i = 1; i < _distances.Length; i++)
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{
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pointArray[i - 1] = points[wayIndex, i];
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}
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pointArray[_distances.Length - 1] = loopPath ? points[wayIndex, 1] : points[wayIndex, _distances.Length];
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for (int peopleIndex = 0; peopleIndex < peopleCount; peopleIndex++)
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{
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var people = gameObject;
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var randomShift = Random.Range(-segmentLen / 3f, segmentLen / 3f) + (wayIndex * segmentLen);
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var finalRandomDistance = (peopleIndex + 1) * segmentLen + randomShift;
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Vector3 routePosition = GetRoutePosition(pointArray, finalRandomDistance, pCount, loopPath);
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float XPos = Random.Range(-randXPos, randXPos);
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float ZPos = Random.Range(-randZPos, randZPos);
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routePosition = new Vector3(routePosition.x + XPos, routePosition.y, routePosition.z + ZPos);
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Vector3 or;
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RaycastHit[] rrr = Physics.RaycastAll(or = new Vector3(routePosition.x, routePosition.y + 10000, routePosition.z), Vector3.down, Mathf.Infinity);
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bool isSemaphore = false;
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for (int i = 0; i < rrr.Length; i++)
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{
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if (rrr[i].collider.GetComponent<SemaphoreSystem>() != null ||
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rrr[i].collider.GetComponent<SemaphoreMovementSide>() != null ||
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rrr[i].collider.GetComponent<TSemaphoreSystem>() != null)
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{
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isSemaphore = true;
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}
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}
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if (isSemaphore) continue;
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float dist = 0;
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int bestCandidate = 0;
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rrr = Physics.RaycastAll(or = new Vector3(routePosition.x, routePosition.y + highToSpawn, routePosition.z), Vector3.down, Mathf.Infinity);
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for (int i = 0; i < rrr.Length; i++)
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{
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if (dist < Vector3.Distance(rrr[0].point, or))
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{
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bestCandidate = i;
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dist = Vector3.Distance(rrr[0].point, or);
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}
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}
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if (rrr.Length > 0)
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{
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routePosition.y = rrr[bestCandidate].point.y;
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}
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people = Instantiate(walkingPrefabs[pickList[peopleIndex]], routePosition, Quaternion.identity) as GameObject;
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var movePath = people.AddComponent<MovePath>();
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var passersby = people.AddComponent<Passersby>();
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movePath.randXFinish = XPos;
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movePath.randZFinish = ZPos;
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InitializePassersby(ref passersby);
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people.transform.parent = par.transform;
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movePath.walkPath = this;
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movePath._walkPointThreshold = nextPointThreshold;
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movePath.InitStartPosition(wayIndex,
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GetRoutePoint((peopleIndex + 1) * segmentLen + randomShift, wayIndex, pCount, forward, loopPath), loopPath, forward);
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movePath.SetLookPosition();
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}
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}
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}
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private void InitializePassersby(ref Passersby _passersby)
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{
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_passersby.ANIMATION_STATE = animationState;
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_passersby.WALK_SPEED = walkSpeed;
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_passersby.RUN_SPEED = runSpeed;
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_passersby.SPEED_ROTATION = speedRotation;
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_passersby.VIEW_ANGLE = viewAngle;
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_passersby.VIEW_RADIUS = viewRadius;
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_passersby.targetMask = targetMask;
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_passersby.obstacleMask = obstacleMask;
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_passersby.DIST_TO_PEOPLE = distToPeople;
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_passersby.OverrideDefaultAnimationMultiplier = _overrideDefaultAnimationMultiplier;
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_passersby.CustomWalkAnimationMultiplier = _customWalkAnimationMultiplier;
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_passersby.CustomRunAnimationMultiplier = _customRunAnimationMultiplier;
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}
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} |