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43 lines
1.3 KiB
C#
43 lines
1.3 KiB
C#
3 months ago
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/*using System;
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using UnityEngine;
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namespace D2D.AI
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{
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/// <summary>
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/// We will have ignore zone = _gap.
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/// Where nothing will happen, IsInVision() == false && IsOutOfVision() == false
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/// We need this thing to let AI gain enough distance from target
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/// to avoid "boundary vision super fast state change"
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/// </summary>
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[System.Serializable]
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public class VisionZone
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{
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[SerializeField] private float _distance;
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[SerializeField] private float _gap = 3;
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public float Distance => _distance;
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public bool IsInVision(Transform me, Transform other)
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{
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if (ReferenceEquals(me, other))
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return false;
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var d = me.position - other.position;
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return d.sqrMagnitude <= Distance * Distance;
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}
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public bool IsOutOfVision(Transform me, Transform other)
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{
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if (me == null || other == null)
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throw new NullReferenceException("other or me");
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if (ReferenceEquals(me, other))
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throw new NullReferenceException("try to check distance from yourself!");
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var d = me.position - other.position;
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var a = Distance + _gap;
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return d.sqrMagnitude >= a * a;
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}
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}
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}*/
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