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- 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);
- }
- }
- }
- }
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