You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
254 lines
8.2 KiB
C#
254 lines
8.2 KiB
C#
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;
|
|
|
|
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;
|
|
}
|
|
|
|
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.Running)
|
|
{
|
|
_isOffTrack = false;
|
|
return;
|
|
}
|
|
|
|
if (Physics.Raycast(transform.position - Vector3.down, -transform.up, out _surfaceHit, 10f))
|
|
{
|
|
_isOffTrack = _surfaceHit.collider.CompareTag("Ground");
|
|
Debug.Log("_isOffTrack: " + _isOffTrack);
|
|
}
|
|
else
|
|
{
|
|
_isOffTrack = false;
|
|
}
|
|
|
|
UpdateWaypointTracking();
|
|
}
|
|
|
|
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 UnityEngine;
|
|
|
|
//public class VehicleTracker : MonoBehaviour
|
|
//{
|
|
// [SerializeField] float _lookAheadForTargetOffset = 5f;
|
|
// [SerializeField] float _lookAheadForTargetFactor = 0.1f;
|
|
// [SerializeField] float _offset = 0f;
|
|
|
|
// private bool _notOnTrack = false;
|
|
// private float _respawnTimer = 0f;
|
|
|
|
// private float _speed = 0f;
|
|
// private float _progressDistance = 0f;
|
|
// private float _lookAheadForSpeedOffset = 50f;
|
|
// private float _lookAheadForSpeedFactor = 0.2f;
|
|
// private float _randomTime = 0f;
|
|
|
|
// private RaycastHit _hit;
|
|
// private Vector3 _progressDelta = Vector3.zero;
|
|
// private Vector3 _lastPosition = Vector3.zero;
|
|
// private Vector3 _targetDelta = Vector3.zero;
|
|
// private RoutePoint _progressPoint = new RoutePoint();
|
|
// private Transform _target = null;
|
|
// private VehicleController _controller = null;
|
|
|
|
// public Vector3 TargetPos => _target != null ? _target.position : Vector3.zero;
|
|
// private float Speed => _controller != null ? _controller.CarVelocity.z : 0f;
|
|
// public WaypointCircuit Waypoint;
|
|
|
|
// float offsetTimer;
|
|
|
|
// private void Start()
|
|
// {
|
|
// _controller = GetComponent<VehicleController>();
|
|
// _target = new GameObject(name + " Waypoint Target").transform;
|
|
// _target.SetParent(transform);
|
|
// _target.localPosition = Vector3.zero;
|
|
// _target.localRotation = Quaternion.identity;
|
|
// _progressDistance = 0f;
|
|
// _randomTime = Random.Range(2.5f, 15f);
|
|
// offsetTimer = _randomTime;
|
|
// }
|
|
|
|
// private void Update()
|
|
// {
|
|
// if (_controller.CanRun && _controller.IsAI)
|
|
// {
|
|
// offsetTimer += Time.deltaTime;
|
|
// if (offsetTimer >= _randomTime)
|
|
// {
|
|
// offsetTimer = 0;
|
|
// _offset = 6f * Mathf.Sin(Time.time * Time.deltaTime * _randomTime);
|
|
// }
|
|
// }
|
|
|
|
// if (_notOnTrack)
|
|
// {
|
|
// _respawnTimer += Time.deltaTime;
|
|
// if (_respawnTimer > 1f)
|
|
// {
|
|
// //if (_controller.IsAI == false)
|
|
// // GamePlayUI.Instance?.Respawning(_notOnTrack);
|
|
// }
|
|
|
|
// if (_respawnTimer > 3f)
|
|
// {
|
|
// _notOnTrack = false;
|
|
// _respawnTimer = 0f;
|
|
// RespawnOnRoad();
|
|
// }
|
|
// }
|
|
// else
|
|
// {
|
|
// _respawnTimer = 0f;
|
|
// //if (_controller.IsAI == false)
|
|
// // GamePlayUI.Instance?.Respawning(_notOnTrack);
|
|
// }
|
|
|
|
// // FollowRoute(); // Uncomment if you want to call it from Update
|
|
// }
|
|
|
|
// private void FixedUpdate()
|
|
// {
|
|
// if (_controller.CanRun == false)
|
|
// {
|
|
// _notOnTrack = false;
|
|
// return;
|
|
// }
|
|
|
|
// if (Physics.Raycast(transform.position - Vector3.down, -transform.up, out _hit, 10f))
|
|
// {
|
|
// _notOnTrack = _hit.collider.CompareTag("Ground");
|
|
|
|
// if (!_notOnTrack)
|
|
// {
|
|
// if (Physics.Raycast(transform.position + Vector3.forward, transform.forward, out _hit, 5f))
|
|
// _notOnTrack = _hit.collider.CompareTag("Wall");
|
|
// else
|
|
// _notOnTrack = false;
|
|
// }
|
|
// }
|
|
// else
|
|
// {
|
|
// _notOnTrack = false;
|
|
// }
|
|
|
|
// FollowRoute();
|
|
// }
|
|
|
|
// private void FollowRoute()
|
|
// {
|
|
// if (Time.deltaTime > 0f)
|
|
// _speed = Speed;
|
|
|
|
// _target.position = Waypoint.GetRoutePoint(_progressDistance + _lookAheadForTargetOffset + _lookAheadForTargetFactor * _speed).position + Vector3.right * _offset;
|
|
// _target.rotation = Quaternion.LookRotation(Waypoint.GetRoutePoint(_progressDistance + _lookAheadForSpeedOffset + _lookAheadForSpeedFactor * _speed).direction);
|
|
|
|
// _progressPoint = Waypoint.GetRoutePoint(_progressDistance);
|
|
// _progressDelta = _progressPoint.position - transform.position;
|
|
|
|
// if (Vector3.Dot(_progressDelta, _progressPoint.direction) < 0f)
|
|
// _progressDistance += _progressDelta.magnitude * 0.5f;
|
|
|
|
// _lastPosition = transform.position;
|
|
// }
|
|
|
|
// private void RespawnOnRoad()
|
|
// {
|
|
// _controller.Sleep();
|
|
// transform.position = _target.position + new Vector3(0, 0.5f, 0);
|
|
// transform.rotation = _target.rotation;
|
|
// _controller.WakeUp();
|
|
// }
|
|
//}
|