using UnityEngine; public class VehicleTracker : MonoBehaviour { [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; private float _offsetSwitchTimer; private void Start() { _linkedController = GetComponent(); _targetTracker = new GameObject(name + " Tracker Target").transform; _targetTracker.SetParent(transform); _targetTracker.localPosition = new Vector3(0, -0.86f, 0); _targetTracker.localRotation = Quaternion.identity; _distanceTraveled = 0f; _offsetTimerRandom = Random.Range(2.5f, 15f); _offsetSwitchTimer = _offsetTimerRandom; allwaypointCircuits = FindObjectsOfType(); for (int i = 0; i < allwaypointCircuits.Length; i++) { if (allwaypointCircuits[i].accepted == false) { allwaypointCircuits[i].accepted = true; waypointsCircuit = allwaypointCircuits[i]; break; } } } private void FixedUpdate() { if (_linkedController == null || !_linkedController.Running) { _isOffTrack = false; } else { if (Physics.Raycast(transform.position - Vector3.down, -transform.up, out _surfaceHit, 10f)) _isOffTrack = _surfaceHit.collider.CompareTag("Ground"); else _isOffTrack = false; UpdateWaypointTracking(); } if (_linkedController.Running && _linkedController.AIControlled) { _offsetSwitchTimer += Time.deltaTime; if (_offsetSwitchTimer >= _offsetTimerRandom) { _offsetSwitchTimer = 0; _sideOffset = 6f * Mathf.Sin(Time.time * _offsetTimerRandom); } } if (_isOffTrack) { _offTrackTimer += Time.deltaTime; if (_offTrackTimer > 3f) { _isOffTrack = false; _offTrackTimer = 0f; ResetToTrack(); } } else { _offTrackTimer = 0f; } } 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(); } } //using Fusion; //using UnityEngine; //public class VehicleTracker : NetworkBehaviour //{ // [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; // private float _offsetSwitchTimer; // //private void Start() // //{ // // _linkedController = GetComponent(); // // _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(); // //} // public override void Spawned() // { // base.Spawned(); // // exactly your old Start() body: // _linkedController = GetComponent(); // _targetTracker = new GameObject(name + " Tracker Target").transform; // _targetTracker.SetParent(transform); // _targetTracker.localPosition = new Vector3(0,-0.86f,0); // _targetTracker.localRotation = Quaternion.identity; // _distanceTraveled = 0f; // _offsetTimerRandom = Random.Range(2.5f, 15f); // _offsetSwitchTimer = _offsetTimerRandom; // allwaypointCircuits=FindObjectsOfType(); // for (int i = 0; i < allwaypointCircuits.Length; i++) // { // if (allwaypointCircuits[i].accepted==false) // { // allwaypointCircuits[i].accepted = true; // waypointsCircuit = allwaypointCircuits[i]; // break; // } // } // //waypointsCircuit = FindObjectOfType(); // } // public override void FixedUpdateNetwork() // { // // only the host/state‐authority 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 // { // // ground‐detection // 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() off‐track logic & side‐offset timer: // if (_linkedController.Running && _linkedController.AIControlled) // { // _offsetSwitchTimer += Runner.DeltaTime; // use network delta // if (_offsetSwitchTimer >= _offsetTimerRandom) // { // _offsetSwitchTimer = 0; // _sideOffset = 6f * Mathf.Sin(Time.time * _offsetTimerRandom); // } // } // if (_isOffTrack) // { // _offTrackTimer += Runner.DeltaTime; // 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); // // } // // } // // if (_isOffTrack) // // { // // _offTrackTimer += Time.deltaTime; // // if (_offTrackTimer > 3f) // // { // // _isOffTrack = false; // // _offTrackTimer = 0f; // // ResetToTrack(); // // } // // } // // else // // { // // _offTrackTimer = 0f; // // } // //} // //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; // // } // // UpdateWaypointTracking(); // //} // #endregion // 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(); // } //}