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183 lines
5.9 KiB
C#
183 lines
5.9 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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namespace Unity.BossRoom.Navigation
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{
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public sealed class DynamicNavPath : IDisposable
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{
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/// <summary>
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/// The tolerance to decide whether the path needs to be recalculated when the position of a target transform changed.
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/// </summary>
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const float k_RepathToleranceSqr = 9f;
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NavMeshAgent m_Agent;
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NavigationSystem m_NavigationSystem;
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/// <summary>
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/// The target position value which was used to calculate the current path.
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/// This get stored to make sure the path gets recalculated if the target
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/// </summary>
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Vector3 m_CurrentPathOriginalTarget;
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/// <summary>
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/// This field caches a NavMesh Path so that we don't have to allocate a new one each time.
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/// </summary>
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NavMeshPath m_NavMeshPath;
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/// <summary>
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/// The remaining path points to follow to reach the target position.
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/// </summary>
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List<Vector3> m_Path;
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/// <summary>
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/// The target position of this path.
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/// </summary>
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Vector3 m_PositionTarget;
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/// <summary>
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/// A moving transform target, the path will readjust when the target moves. If this is non-null, it takes precedence over m_PositionTarget.
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/// </summary>
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Transform m_TransformTarget;
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/// <summary>
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/// Creates a new instance of the <see cref="DynamicNavPath"/>.
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/// </summary>
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/// <param name="agent">The NavMeshAgent of the object which uses this path.</param>
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/// <param name="navigationSystem">The navigation system which updates this path.</param>
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public DynamicNavPath(NavMeshAgent agent, NavigationSystem navigationSystem)
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{
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m_Agent = agent;
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m_Path = new List<Vector3>();
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m_NavMeshPath = new NavMeshPath();
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m_NavigationSystem = navigationSystem;
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navigationSystem.OnNavigationMeshChanged += OnNavMeshChanged;
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}
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Vector3 TargetPosition => m_TransformTarget != null ? m_TransformTarget.position : m_PositionTarget;
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/// <summary>
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/// Set the target of this path to follow a moving transform.
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/// </summary>
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/// <param name="target">The transform to follow.</param>
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public void FollowTransform(Transform target)
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{
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m_TransformTarget = target;
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}
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/// <summary>
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/// Set the target of this path to a static position target.
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/// </summary>
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/// <param name="target">The target position.</param>
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public void SetTargetPosition(Vector3 target)
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{
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// If there is an nav mesh area close to the target use a point inside the nav mesh instead.
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if (NavMesh.SamplePosition(target, out NavMeshHit hit, 2f, NavMesh.AllAreas))
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{
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target = hit.position;
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}
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m_PositionTarget = target;
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m_TransformTarget = null;
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RecalculatePath();
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}
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/// <summary>
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/// Call this to recalculate the path when the navigation mesh or dynamic obstacles changed.
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/// </summary>
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void OnNavMeshChanged()
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{
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RecalculatePath();
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}
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/// <summary>
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/// Clears the path.
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/// </summary>
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public void Clear()
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{
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m_Path.Clear();
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}
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/// <summary>
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/// Gets the movement vector for moving this object while following the path. This function changes the state of the path and should only be called once per tick.
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/// </summary>
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/// <param name="distance">The distance to move.</param>
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/// <returns>Returns the movement vector.</returns>
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public Vector3 MoveAlongPath(float distance)
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{
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if (m_TransformTarget != null)
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{
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OnTargetPositionChanged(TargetPosition);
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}
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if (m_Path.Count == 0)
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{
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return Vector3.zero;
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}
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var currentPredictedPosition = m_Agent.transform.position;
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var remainingDistance = distance;
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while (remainingDistance > 0)
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{
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var toNextPathPoint = m_Path[0] - currentPredictedPosition;
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// If end point is closer then distance to move
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if (toNextPathPoint.sqrMagnitude < remainingDistance * remainingDistance)
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{
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currentPredictedPosition = m_Path[0];
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m_Path.RemoveAt(0);
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remainingDistance -= toNextPathPoint.magnitude;
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}
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// Move towards point
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currentPredictedPosition += toNextPathPoint.normalized * remainingDistance;
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// There is definitely no remaining distance to cover here.
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break;
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}
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return currentPredictedPosition - m_Agent.transform.position;
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}
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void OnTargetPositionChanged(Vector3 newTarget)
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{
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if (m_Path.Count == 0)
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{
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RecalculatePath();
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}
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if ((newTarget - m_CurrentPathOriginalTarget).sqrMagnitude > k_RepathToleranceSqr)
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{
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RecalculatePath();
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}
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}
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/// <summary>
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/// Recalculates the cached navigationPath
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/// </summary>
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void RecalculatePath()
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{
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m_CurrentPathOriginalTarget = TargetPosition;
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m_Agent.CalculatePath(TargetPosition, m_NavMeshPath);
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m_Path.Clear();
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var corners = m_NavMeshPath.corners;
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for (int i = 1; i < corners.Length; i++) // Skip the first corner because it is the starting point.
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{
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m_Path.Add(corners[i]);
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}
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}
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public void Dispose()
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{
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m_NavigationSystem.OnNavigationMeshChanged -= OnNavMeshChanged;
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}
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}
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}
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