153 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			153 lines
		
	
	
		
			6.4 KiB
		
	
	
	
		
			C#
		
	
	
	
| using System;
 | |
| using UnityEngine;
 | |
| 
 | |
| namespace UnityStandardAssets.Utility
 | |
| {
 | |
|     public class WaypointProgressTracker : MonoBehaviour
 | |
|     {
 | |
|         // This script can be used with any object that is supposed to follow a
 | |
|         // route marked out by waypoints.
 | |
| 
 | |
|         // This script manages the amount to look ahead along the route,
 | |
|         // and keeps track of progress and laps.
 | |
| 
 | |
|         [SerializeField] private WaypointCircuit circuit; // A reference to the waypoint-based route we should follow
 | |
| 
 | |
|         [SerializeField] private float lookAheadForTargetOffset = 5;
 | |
|         // The offset ahead along the route that the we will aim for
 | |
| 
 | |
|         [SerializeField] private float lookAheadForTargetFactor = .1f;
 | |
|         // A multiplier adding distance ahead along the route to aim for, based on current speed
 | |
| 
 | |
|         [SerializeField] private float lookAheadForSpeedOffset = 10;
 | |
|         // The offset ahead only the route for speed adjustments (applied as the rotation of the waypoint target transform)
 | |
| 
 | |
|         [SerializeField] private float lookAheadForSpeedFactor = .2f;
 | |
|         // A multiplier adding distance ahead along the route for speed adjustments
 | |
| 
 | |
|         [SerializeField] private ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute;
 | |
|         // whether to update the position smoothly along the route (good for curved paths) or just when we reach each waypoint.
 | |
| 
 | |
|         [SerializeField] private float pointToPointThreshold = 4;
 | |
|         // proximity to waypoint which must be reached to switch target to next waypoint : only used in PointToPoint mode.
 | |
| 
 | |
|         public enum ProgressStyle
 | |
|         {
 | |
|             SmoothAlongRoute,
 | |
|             PointToPoint,
 | |
|         }
 | |
| 
 | |
|         // these are public, readable by other objects - i.e. for an AI to know where to head!
 | |
|         public WaypointCircuit.RoutePoint targetPoint { get; private set; }
 | |
|         public WaypointCircuit.RoutePoint speedPoint { get; private set; }
 | |
|         public WaypointCircuit.RoutePoint progressPoint { get; private set; }
 | |
| 
 | |
|         public Transform target;
 | |
| 
 | |
|         private float progressDistance; // The progress round the route, used in smooth mode.
 | |
|         private int progressNum; // the current waypoint number, used in point-to-point mode.
 | |
|         private Vector3 lastPosition; // Used to calculate current speed (since we may not have a rigidbody component)
 | |
|         private float speed; // current speed of this object (calculated from delta since last frame)
 | |
| 
 | |
|         // setup script properties
 | |
|         private void Start()
 | |
|         {
 | |
|             // we use a transform to represent the point to aim for, and the point which
 | |
|             // is considered for upcoming changes-of-speed. This allows this component
 | |
|             // to communicate this information to the AI without requiring further dependencies.
 | |
| 
 | |
|             // You can manually create a transform and assign it to this component *and* the AI,
 | |
|             // then this component will update it, and the AI can read it.
 | |
|             if (target == null)
 | |
|             {
 | |
|                 target = new GameObject(name + " Waypoint Target").transform;
 | |
|             }
 | |
| 
 | |
|             Reset();
 | |
|         }
 | |
| 
 | |
| 
 | |
|         // reset the object to sensible values
 | |
|         public void Reset()
 | |
|         {
 | |
|             progressDistance = 0;
 | |
|             progressNum = 0;
 | |
|             if (progressStyle == ProgressStyle.PointToPoint)
 | |
|             {
 | |
|                 target.position = circuit.Waypoints[progressNum].position;
 | |
|                 target.rotation = circuit.Waypoints[progressNum].rotation;
 | |
|             }
 | |
|         }
 | |
| 
 | |
| 
 | |
|         private void Update()
 | |
|         {
 | |
|             if (progressStyle == ProgressStyle.SmoothAlongRoute)
 | |
|             {
 | |
|                 // determine the position we should currently be aiming for
 | |
|                 // (this is different to the current progress position, it is a a certain amount ahead along the route)
 | |
|                 // we use lerp as a simple way of smoothing out the speed over time.
 | |
|                 if (Time.deltaTime > 0)
 | |
|                 {
 | |
|                     speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime,
 | |
|                                        Time.deltaTime);
 | |
|                 }
 | |
|                 target.position =
 | |
|                     circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed)
 | |
|                            .position;
 | |
|                 target.rotation =
 | |
|                     Quaternion.LookRotation(
 | |
|                         circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed)
 | |
|                                .direction);
 | |
| 
 | |
| 
 | |
|                 // get our current progress along the route
 | |
|                 progressPoint = circuit.GetRoutePoint(progressDistance);
 | |
|                 Vector3 progressDelta = progressPoint.position - transform.position;
 | |
|                 if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
 | |
|                 {
 | |
|                     progressDistance += progressDelta.magnitude*0.5f;
 | |
|                 }
 | |
| 
 | |
|                 lastPosition = transform.position;
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 // point to point mode. Just increase the waypoint if we're close enough:
 | |
| 
 | |
|                 Vector3 targetDelta = target.position - transform.position;
 | |
|                 if (targetDelta.magnitude < pointToPointThreshold)
 | |
|                 {
 | |
|                     progressNum = (progressNum + 1)%circuit.Waypoints.Length;
 | |
|                 }
 | |
| 
 | |
| 
 | |
|                 target.position = circuit.Waypoints[progressNum].position;
 | |
|                 target.rotation = circuit.Waypoints[progressNum].rotation;
 | |
| 
 | |
|                 // get our current progress along the route
 | |
|                 progressPoint = circuit.GetRoutePoint(progressDistance);
 | |
|                 Vector3 progressDelta = progressPoint.position - transform.position;
 | |
|                 if (Vector3.Dot(progressDelta, progressPoint.direction) < 0)
 | |
|                 {
 | |
|                     progressDistance += progressDelta.magnitude;
 | |
|                 }
 | |
|                 lastPosition = transform.position;
 | |
|             }
 | |
|         }
 | |
| 
 | |
| 
 | |
|         private void OnDrawGizmos()
 | |
|         {
 | |
|             if (Application.isPlaying)
 | |
|             {
 | |
|                 Gizmos.color = Color.green;
 | |
|                 Gizmos.DrawLine(transform.position, target.position);
 | |
|                 Gizmos.DrawWireSphere(circuit.GetRoutePosition(progressDistance), 1);
 | |
|                 Gizmos.color = Color.yellow;
 | |
|                 Gizmos.DrawLine(target.position, target.position + target.forward);
 | |
|             }
 | |
|         }
 | |
|     }
 | |
| }
 |