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Driftology/Assets/Scripts/VehicleTracker.cs

195 lines
6.6 KiB
C#


using Fusion;
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using UnityEngine;
public class VehicleTracker : NetworkBehaviour
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{
[SerializeField] private float _leadOffset = 5f;
[SerializeField] private float _leadMultiplier = 0.1f;
[SerializeField] private float _sideOffset = 0f;
private bool _isOffTrack = false;
private float _offTrackTimer = 0f;
private float _trackerSpeed = 0f;
private float _distanceTraveled = 0f;
private float _speedLeadOffset = 50f;
private float _speedLeadMultiplier = 0.2f;
private float _offsetTimerRandom = 0f;
private RaycastHit _surfaceHit;
private Vector3 _deltaToWaypoint = Vector3.zero;
private Vector3 _previousPos = Vector3.zero;
private Vector3 _offsetToTarget = Vector3.zero;
private RoutePoint _currentWaypoint = new RoutePoint();
private Transform _targetTracker = null;
private VehicleController _linkedController = null;
public Vector3 TargetPos => _targetTracker != null ? _targetTracker.position : Vector3.zero;
private float VehicleSpeed => _linkedController != null ? _linkedController.LocalVelocity.z : 0f;
public WaypointCircuit waypointsCircuit;
public WaypointCircuit[] allwaypointCircuits;
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private float _offsetSwitchTimer;
//private void Start()
//{
// _linkedController = GetComponent<VehicleController>();
// _targetTracker = new GameObject(name + " Tracker Target").transform;
// _targetTracker.SetParent(transform);
// _targetTracker.localPosition = Vector3.zero;
// _targetTracker.localRotation = Quaternion.identity;
// _distanceTraveled = 0f;
// _offsetTimerRandom = Random.Range(2.5f, 15f);
// _offsetSwitchTimer = _offsetTimerRandom;
// waypointsCircuit=FindFirstObjectByType<WaypointCircuit>();
//}
public override void Spawned()
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{
base.Spawned();
// exactly your old Start() body:
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_linkedController = GetComponent<VehicleController>();
_targetTracker = new GameObject(name + " Tracker Target").transform;
_targetTracker.SetParent(transform);
_targetTracker.localPosition = Vector3.zero;
_targetTracker.localRotation = Quaternion.identity;
_distanceTraveled = 0f;
_offsetTimerRandom = Random.Range(2.5f, 15f);
_offsetSwitchTimer = _offsetTimerRandom;
allwaypointCircuits=FindObjectsOfType<WaypointCircuit>();
for (int i = 0; i < allwaypointCircuits.Length; i++)
{
if (allwaypointCircuits[i].accepted==false)
{
allwaypointCircuits[i].accepted = true;
waypointsCircuit = allwaypointCircuits[i];
break;
}
}
//waypointsCircuit = FindObjectOfType<WaypointCircuit>();
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}
public override void FixedUpdateNetwork()
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{
// only the host/stateauthority should drive the AI & resets
if (!Object.HasStateAuthority)
return;
// copy your old FixedUpdate() ground check + waypoint update:
if (_linkedController == null || !_linkedController.Running)
{
_isOffTrack = false;
}
else
{
// grounddetection
if (Physics.Raycast(transform.position - Vector3.down, -transform.up, out _surfaceHit, 10f))
_isOffTrack = _surfaceHit.collider.CompareTag("Ground");
else
_isOffTrack = false;
UpdateWaypointTracking();
}
// copy your old Update() offtrack logic & sideoffset timer:
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if (_linkedController.Running && _linkedController.AIControlled)
{
_offsetSwitchTimer += Runner.DeltaTime; // use network delta
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if (_offsetSwitchTimer >= _offsetTimerRandom)
{
_offsetSwitchTimer = 0;
_sideOffset = 6f * Mathf.Sin(Time.time * _offsetTimerRandom);
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}
}
if (_isOffTrack)
{
_offTrackTimer += Runner.DeltaTime;
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if (_offTrackTimer > 3f)
{
_isOffTrack = false;
_offTrackTimer = 0f;
ResetToTrack();
}
}
else
{
_offTrackTimer = 0f;
}
}
#region Commented
//private void Update()
//{
// if (_linkedController.Running && _linkedController.AIControlled)
// {
// _offsetSwitchTimer += Time.deltaTime;
// if (_offsetSwitchTimer >= _offsetTimerRandom)
// {
// _offsetSwitchTimer = 0;
// _sideOffset = 6f * Mathf.Sin(Time.time * Time.deltaTime * _offsetTimerRandom);
// }
// }
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// if (_isOffTrack)
// {
// _offTrackTimer += Time.deltaTime;
// if (_offTrackTimer > 3f)
// {
// _isOffTrack = false;
// _offTrackTimer = 0f;
// ResetToTrack();
// }
// }
// else
// {
// _offTrackTimer = 0f;
// }
//}
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//private void FixedUpdate()
//{
// if (_linkedController == null || !_linkedController.Running)
// {
// _isOffTrack = false;
// return;
// }
// // 👇 Restrict to local player or server
// if (Physics.Raycast(transform.position - Vector3.down, -transform.up, out _surfaceHit, 10f))
// {
// _isOffTrack = _surfaceHit.collider.CompareTag("Ground");
// }
// else
// {
// _isOffTrack = false;
// }
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// UpdateWaypointTracking();
//}
#endregion
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private void UpdateWaypointTracking()
{
if (Time.deltaTime > 0f)
_trackerSpeed = VehicleSpeed;
_targetTracker.position = waypointsCircuit.GetRoutePoint(_distanceTraveled + _leadOffset + _leadMultiplier * _trackerSpeed).position + Vector3.right * _sideOffset;
_targetTracker.rotation = Quaternion.LookRotation(waypointsCircuit.GetRoutePoint(_distanceTraveled + _speedLeadOffset + _speedLeadMultiplier * _trackerSpeed).direction);
_currentWaypoint = waypointsCircuit.GetRoutePoint(_distanceTraveled);
_deltaToWaypoint = _currentWaypoint.position - transform.position;
if (Vector3.Dot(_deltaToWaypoint, _currentWaypoint.direction) < 0f)
_distanceTraveled += _deltaToWaypoint.magnitude * 0.5f;
_previousPos = transform.position;
}
private void ResetToTrack()
{
_linkedController.DisableVehicle();
transform.position = _targetTracker.position + new Vector3(0, 0.5f, 0);
transform.rotation = _targetTracker.rotation;
_linkedController.EnableVehicle();
}
}