Firstborn/Assets/RPG Creation Kit/Scripts/AI/AI Scripts/AIMovements.cs
Schaken-Mods 959e80cf72 assets upload
assets upload description.
2023-03-28 12:16:30 -05:00

2370 lines
71 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPGCreationKit;
using UnityEngine.AI;
using UnityEditor;
using RPGCreationKit.CellsSystem;
namespace RPGCreationKit.AI
{
/// <summary>
/// Defines the current MovementType this AI entity is currently using.
/// </summary>
public enum MovementType
{
Null = 0,
UnityNavmesh = 1,
TraversingLinks = 2,
CustomPathSystem = 3,
InActionPoint = 4,
Offline = 5
};
/// <summary>
/// Defines the precision of Obstacle Avoidance while the AI entity is traversing a Link.
/// The more the precision, the more the performances used.
/// </summary>
public enum TLinkObstacleAvoidancePrecision
{
Full = 0,
Good = 1,
Minimum = 2,
Null = 3
};
public enum SteeringBehaviours
{
Seek = 0,
Arrive = 1,
Flee = 2,
FleeAtDistance = 3,
RigtSideways = 4,
LeftSideways = 5
}
public class AIMovements : AITalkative
{
public BodyData bodyData;
//[Header("General Settings")]
public bool usesMovements = true; // AI makes use of movements
public bool usesOfflineMode = true; // Make the AI go in Offline mode instead of disabling it when the Persistent Reference is being disabled
public bool usesTlinkUnstuck = true; // Attempts to unstuck the AI if during TLink mode it detects itself to be stucked
[Space(5)]
//[Header("Components")]
public Collider physicalCollider; // The physical collider of the AI
public Collider interactableCollider; // The collider that defines the Interact Zone of the AI
public NavMeshAgent agent; // The agent component of this AI
public Rigidbody m_Rigidbody; // The Rigidbody of this AIa
public NavMeshPath navmeshPath; // The NavMeshPath the AI will generate and calculate at runtime while being in UnityNavmesh mode
public Inventory Inv;
[Space(5)]
//[Header("Status")]
public MovementType movementType; // Defines the movement type of the AI
public bool isWalking = true; // Defines wheter the AI is Walking (true) or running (false)
bool isTraversingLink = false; // True if the AI is traversing a link
bool isRotating = false; // True if the AI is rotating
float agentAngularSpeed;
bool isFollowingMainTarget = false; // True if the AI is simply following the MainTarget assigned
public bool isFollowingAIPath = false; // True if the AI is following an AIPath
[Space(5)]
public bool canSeeTarget = false;
public bool hasCompletlyLostTarget = false; // this is set to true if the agent reached the last known position of the target and doesn't know where to go from there
//[Header("Shoulds")]
public bool overrideShouldFollowMainTargetActive = false; // If this is enabled, overrideShouldFollowMainTarget will be used instead of "shouldFollowMainTarget"
public bool overrideShouldFollowMainTarget = false;
public bool shouldFollowMainTarget = false;
public bool shouldFollowOnlyIfCanSee = false;
public bool lookAtTarget = false;
public bool shouldFollowAIPath = false;
public bool shouldWander = false;
public bool shouldUseNPCActionPoint = false;
[Space(5)]
//[Header("Movements Components")]
public Transform mainTarget; // The main Target this AI is following
public bool hasMainTarget = false;
public Vector3 targetVector;
public bool shouldFollowTargetVector = false;
public AICustomPath aiPath; // The Path this AI is following
public NPCActionPoint actionPoint;
public bool lookATransformIfStopped = false; // If the AI stops, should he look at something? This can be useful if set at runtime, but can cause issues if forgotten on true
public Transform directionToLookIfStopped; // If the AI has to look at something if he's stopped, define that something
public bool lookAtVector3IfStopped = false;
public Vector3 vector3ToLookAtIfStopped;
[Space(5)]
//[Header("Movements Settings")]
public SteeringBehaviours selectedSteeringBehaviour;
public Deceleration arriveSteeringBehaviourDeceleration;
public float fleeAtDistanceValue = 20f;
public float currentSpeed = 0.0f; // Defines the current speed of the AI
public float maxSpeed = 0.0f; // Defines the maxSpeed the AI can travel in the current mode (movementType, isWalking...)
public bool invertAIPath = false; // Set at true if the AI has to follow its AIPath at the inverse
public int aiPathCurrentIndex = 0; // Defines the Index of the AIPath the AI is currently at
public bool aiPathResumeFromCurrentIndex = false;
public bool isStopped = false;
public float stoppingHalt = 0.1f; // The smoothness applied to stopping this Entity
public float stoppingDistance = 1.4f; // Defines the distance at which the current target will be set as reached
[SerializeField] public float generalRotationSpeed = 3f; // Defines the general speed of rotation of this AI
[SerializeField] float rotationThreshold = 5f; // The value of difference between the oldRotPos and the current RotPos to say if the AI is rotating or not
float walkModifier; // Caches .5f or 1f as 'max' values for the blendtrees of the Animator.
private Vector3 velocity = Vector3.zero; // Just a storage for the velocity
Vector3 oldEulerAngles; // Stores the old Euler Angles to determine if the AI has/had to rotate
public bool cachedMainTarget = false;
public Vector3 cachedMainTargetPos;
[Space(5)]
//[Header("Traversing Link Specific")]
public TLinkObstacleAvoidancePrecision tLinkObstacleAvoidancePrecision = TLinkObstacleAvoidancePrecision.Good;
public bool chaseTargetDuringTraversing = true; // If set to true, while in TLink mode the AI will keep following its target
public bool rotateToFaceTargetDuringTraversing = true; // If set to true, while in TLink mode the AI will lookAt its target
public bool hasToRandomlySearchTarget = false;
[Space(5)]
//[Header("Traversing Link Specific - Obstacle Avoidance")]
// Obstacle avoidance in TraversingLinks mode
public LayerMask obstacleAvoidanceMask; // Defines the Objects that are an Obstacles for the AI
float obstacleDistance = 4f; // Defines how far is too close for an obstacle
float leftRightOpeningMult = 1.5f; // Defines the opening of the raycasts checks that will be performed in order to attempt to detect the most cheap way to get around the obstacle
float rotationDivider = 35; // Defines how fast the AI will rotate if he's facing an obstacle (High value -> Less speed)
float lerpingToOriginal = .1f; // Defines how fast the AI will return to it's original trajectory after it was affected by ObstacleAvoidance
// Raycasthit for obstacle avoidance
RaycastHit feetLeftHit;
RaycastHit feetForwardHit;
RaycastHit feetRightHit;
RaycastHit bodyLeftHit;
RaycastHit bodyForwardHit;
RaycastHit bodyRightHit;
RaycastHit headLeftHit;
RaycastHit headForwardHit;
RaycastHit headRightHit;
// Information about obstacle avoidance
bool leftOccupied = false;
bool forwardOccupied = false;
bool rightOccupied = false;
GameObject leftHit;
GameObject rightHit;
[Space(5)]
[Header("Traversing Link Specific - Unstuck")]
// Variables that manages the unstuck system during TLinkMode
float tLinkStuckCounter = 0.0f; // Defines the time this AI was seen as Stuck
float tLinkStuckTime = 3f; // Defines the max time this AI can be seen as Stuck before attempting to unstuck it
float tLinkUnstuckForce = 25f; // Defines the forece to apply to the AI in order to attempt the unstuck
Vector3 tLinkStuckThreshold = new Vector3(0.25f, 0.25f, 0.25f); // Defines the values in which the AI will be seen as stuck
public string startingCellID;
public string runtimeStartingCell;
public string cellIDOfLastSaved;
bool getcellinfo = true;
/// Should the NPC check if he's changing cells? Usually yes if it's loaded in an exterior, no if he's unloaded or inside an interior.
public bool GetCellInfo
{
get
{
return getcellinfo;
}
set
{
getcellinfo = value;
if (getcellinfo)
StartCoroutine(GetMyCellInfo());
else
StopCoroutine(GetMyCellInfo());
}
}
float getCellInfoTimer = 5.0f;
/// <summary>
/// When the AI walks he could encounter a door, if he's in front of a door, this reference will be set.
/// </summary>
Door doorInTheWay;
[Space(5)]
[Header("Debug")]
public bool generalDebug = true;
public bool debugPath = true;
public virtual void Start()
{
if(string.IsNullOrEmpty(runtimeStartingCell))
if(myCellInfo != null)
runtimeStartingCell = myCellInfo.cell.ID;
navmeshPath = new NavMeshPath();
AdjustCurrentSpeed();
agent.autoTraverseOffMeshLink = false;
oldEulerAngles = transform.rotation.eulerAngles;
agentAngularSpeed = agent.angularSpeed;
if(agent.isOnNavMesh)
agent.CalculatePath(agent.transform.position + (transform.forward * 0.1f), navmeshPath);
GetCellInfo = true;
}
/// <summary>
/// Wait for scene to be loaded and get cellinfo
/// </summary>
/// <returns></returns>
public IEnumerator GetMyCellInfo()
{
while (GetCellInfo)
{
yield return new WaitForSecondsRealtime(.5f);
yield return new WaitForEndOfFrame();
while (WorldManager.instance.isLoading || GameStatus.instance.AnyLoading())
yield return null;
if (WorldManager.instance.currentWorldspace.worldSpaceType == Worldspace.WorldSpaceType.Exterior)
{
Cell checkedCenterCell;
float shortestDistance = 99999.999f;
int shortestDistanceID = 0;
for (int i = 0; i < WorldManager.instance.currentWorldspace.cells.Length; i++)
{
float curDistance = Vector3.Distance(agent.transform.position, WorldManager.instance.currentWorldspace.cells[i].cellInWorldCoordinates);
if (curDistance < shortestDistance)
{
shortestDistance = curDistance;
shortestDistanceID = i;
}
}
checkedCenterCell = WorldManager.instance.currentWorldspace.cells[shortestDistanceID];
try
{
myCellInfo = UnityEngine.SceneManagement.SceneManager.GetSceneByPath(checkedCenterCell.sceneRef.ScenePath).GetCellInformation();
}
catch
{
}
}
else
{
myCellInfo = UnityEngine.SceneManagement.SceneManager.GetSceneByPath(WorldManager.instance.currentCenterCell.sceneRef.ScenePath).GetCellInformation();
}
while (WorldManager.instance.isLoading || GameStatus.instance.AnyLoading())
yield return null;
yield return new WaitForSecondsRealtime(getCellInfoTimer);
yield return null;
}
}
public void GetMyCellInfoImmediate()
{
if(WorldManager.instance.currentWorldspace.worldSpaceType == Worldspace.WorldSpaceType.Exterior)
{
Cell checkedCenterCell;
float shortestDistance = 99999.999f;
int shortestDistanceID = 0;
for (int i = 0; i < WorldManager.instance.currentWorldspace.cells.Length; i++)
{
float curDistance = Vector3.Distance(agent.transform.position, WorldManager.instance.currentWorldspace.cells[i].cellInWorldCoordinates);
if (curDistance < shortestDistance)
{
shortestDistance = curDistance;
shortestDistanceID = i;
}
}
checkedCenterCell = WorldManager.instance.currentWorldspace.cells[shortestDistanceID];
myCellInfo = UnityEngine.SceneManagement.SceneManager.GetSceneByPath(checkedCenterCell.sceneRef.ScenePath).GetCellInformation();
}
else
{
try
{
myCellInfo = UnityEngine.SceneManagement.SceneManager.GetSceneByPath(WorldManager.instance.currentCenterCell.sceneRef.ScenePath).GetCellInformation();
GetCellInfo = false;
}
catch
{
}
}
}
public virtual void Update()
{
if (!usesMovements)
return;
if (!isAlive || isUnconscious)
return;
// Override states
if (overrideShouldFollowMainTargetActive)
shouldFollowMainTarget = overrideShouldFollowMainTarget;
CheckRotation();
HandleAnimations();
CheckForStuckStatus_TLink();
hasMainTarget = (mainTarget != null) ? true : false;
}
public bool navmeshPathFinished = false;
public bool dialogueLookAt = false;
public bool fixedFollowNavmeshpathRot;
[AIInvokable]
public void UpdateNavMeshPathStatus()
{
if (navmeshPath.corners.Length >= 2)
{
if(navmeshPath.corners.Length == 2)
navmeshPathFinished = (Vector3.Distance(agent.transform.position, navmeshPath.corners[1]) < stoppingDistance);
else
navmeshPathFinished = (Vector3.Distance(agent.transform.position, navmeshPath.corners[navmeshPath.corners.Length-1]) < stoppingDistance);
}
else
navmeshPathFinished = true;
}
private void FixedUpdate()
{
if (!usesMovements)
return;
if (!isAlive || isUnconscious)
return;
HandleMovements();
TLinkObstacleAvoidance();
if (isInConversation && dialogueLookAt && speakingTo != null && !isUsingActionPoint && !fixingInPlaceForActionPoint)
{
var lookPos = speakingTo.GetEntityGameObject().transform.position - transform.position;
lookPos.y = 0;
var lookAt = Quaternion.LookRotation(lookPos);
transform.rotation = Quaternion.Slerp(transform.rotation, lookAt, Time.deltaTime * generalRotationSpeed);
}
if(transformMovingToActionPoint)
{
transform.position = Vector3.MoveTowards(transform.position, actionPoint.pivotPoint.position, 2.5f * Time.deltaTime);
transform.rotation = Quaternion.RotateTowards(transform.rotation, actionPoint.pivotPoint.rotation, 50 * Time.deltaTime);
}
}
[ContextMenu("UpdatePathFromGUID")]
void PathCrossScene()
{
WaitAndUpdatePathFromGUID();
}
/// Manage everything reguarding Crosscene referencing and GUID Components
#region Crossscene and GUID
/// <summary>
/// Attempts to set the MainTarget to the GUID corresponding performing different checks over time.
/// </summary>
/// <returns></returns>
public void WaitAndUpdateTargetFromGUID()
{
StopCoroutine(WaitAndUpdateTargetFromGUIDTask());
StartCoroutine(WaitAndUpdateTargetFromGUIDTask());
}
/// <summary>
/// Immediatly set the MainTarget to the GUID corresponding. It can fail if it is used while the scene where the GUIDReference is being loaded.
/// </summary>
[ContextMenu("UpdateTargetFromGUID"), AIInvokable]
public void UpdateTargetFromGUID()
{
GameObject rTest = iGUIDReferences.TryToGetReferenceGameObject(AIGUIDReferenceType.MainTarget);
if (rTest != null)
{
SetTarget(rTest);
}
}
private IEnumerator WaitAndUpdateTargetFromGUIDTask()
{
bool set = false;
GameObject rTest = null;
while (!set)
{
rTest = iGUIDReferences.TryToGetReferenceGameObject(AIGUIDReferenceType.MainTarget);
if (rTest != null)
{
SetTarget(rTest);
set = true;
}
else
yield return new WaitForEndOfFrame();
}
}
/// <summary>
/// Attempts to set the MainTarget to the GUID corresponding performing different checks over time.
/// </summary>
/// <returns></returns>
public void WaitAndUpdatePathFromGUID()
{
StopCoroutine(WaitAndUpdatePathFromGUIDTask());
StartCoroutine(WaitAndUpdatePathFromGUIDTask());
}
/// <summary>
/// Immediatly set the MainTarget to the GUID corresponding. It can fail if it is used while the scene where the GUIDReference is being loaded.
/// </summary>
public void UpdatePathFromGUID()
{
GameObject rTest = iGUIDReferences.TryToGetReferenceGameObject(AIGUIDReferenceType.CurrentPath);
if (rTest != null)
{
aiPath = rTest.GetComponent<AICustomPath>();
}
}
private IEnumerator WaitAndUpdatePathFromGUIDTask()
{
bool set = false;
GameObject rTest = null;
while (!set)
{
rTest = iGUIDReferences.TryToGetReferenceGameObject(AIGUIDReferenceType.CurrentPath);
if (rTest != null)
{
aiPath = rTest.GetComponent<AICustomPath>();
set = true;
}
else
yield return new WaitForSeconds(.25f);
}
}
#endregion
/// Methods that helps setting the current target, path and thing to do
#region Movements Setters
public void SetTarget(GameObject _target, bool updateGUID = true)
{
mainTarget = _target.transform;
if(updateGUID && iGUIDReferences != null)
iGUIDReferences.TryToSetReference(_target, AIGUIDReferenceType.MainTarget);
}
public void ClearTarget(bool updateGUID = true)
{
mainTarget = null;
if (updateGUID)
iGUIDReferences.ClearReference(AIGUIDReferenceType.MainTarget);
}
public void SetCustomPath(AICustomPath _path = null, bool updateGUID = true)
{
if (!usesMovements)
return;
if (_path != null)
aiPath = _path;
if (aiPath == null)
{
Debug.LogWarning("Tried to call \"UseCustomPath()\" on AI: (ID:\"" + entityID + "\") but no AICustomPath has been given or was present.");
UseUnitysNavmesh(); // Fallback
return;
}
else
{
iGUIDReferences.TryToSetReference(_path.gameObject, AIGUIDReferenceType.CurrentPath);
}
}
public void ClearCustomPath(bool updateGUID = true)
{
aiPath = null;
if (updateGUID)
iGUIDReferences.ClearReference(AIGUIDReferenceType.CurrentPath);
}
#endregion
#region Movements
/// <summary>
/// Handles the different types of movement this AI entity can use.
/// </summary>
public void HandleMovements()
{
if(movementType == MovementType.UnityNavmesh)
{
if (!agent.enabled)
return;
isStopped = (agent.velocity.magnitude < RCKSettings.STOPPING_DETECTION_THRESHOLD);
if (canSeeTarget)
{
hasCompletlyLostTarget = false;
hasToRandomlySearchTarget = false;
}
if (!isTraversingLink) // If we're on a navmesh
{
// Determine the cases where the Path needs to be updated
if ((shouldFollowMainTarget && canSeeTarget && shouldFollowOnlyIfCanSee) || (shouldFollowMainTarget && !shouldFollowOnlyIfCanSee))
{
// Update for offline mode
if (usesOfflineMode && mainTarget != null)
{
cachedMainTargetPos = (mainTarget.position);
cachedMainTarget = true;
}
}
}
}
else if(movementType == MovementType.Offline && shouldFollowMainTarget && usesOfflineMode)
{
if(cachedMainTarget)
{
// If the target isn't reached yet
if (Vector3.Distance(transform.position, cachedMainTargetPos) >= stoppingDistance)
{
isStopped = false;
// Moves the Transform to the cached position
transform.position = Vector3.MoveTowards(transform.position, cachedMainTargetPos, maxSpeed * Time.deltaTime);
}
else
isStopped = true;
}
}
else if(movementType == MovementType.Offline && shouldFollowTargetVector && usesOfflineMode)
{
// If the target isn't reached yet
if (Vector3.Distance(transform.position, targetVector) >= stoppingDistance)
{
isStopped = false;
// Moves the Transform to the cached position
transform.position = Vector3.MoveTowards(transform.position, targetVector, maxSpeed * Time.deltaTime);
}
else
isStopped = true;
}
else if(movementType == MovementType.TraversingLinks)
{
isStopped = m_Rigidbody.velocity.magnitude < RCKSettings.STOPPING_DETECTION_THRESHOLD;
}
}
[AIInvokable]
public void FollowTargetThroughNavmeshPath()
{
if(mainTarget == null)
{
Debug.LogWarning("Called FollowTargetThroughNavmeshPath() but no MainTarget has been set");
return;
}
if (!shouldFollowMainTarget)
return;
bool closestPoint = false;
if (agent.enabled && agent.isOnNavMesh)
{
agent.CalculatePath(mainTarget.position, navmeshPath);
if (navmeshPath.status == NavMeshPathStatus.PathInvalid)
{
NavMeshHit myNavHit;
if (NavMesh.SamplePosition(mainTarget.transform.position, out myNavHit, Mathf.Infinity, -1))
{
//Handles.Label(myNavHit.position, new GUIContent("Closest"));
agent.CalculatePath(myNavHit.position, navmeshPath);
closestPoint = true;
}
}
}
float distanceAgentToTarget = (Vector3.Distance(agent.transform.position, mainTarget.position));
// Stopping distance check
if ((distanceAgentToTarget >= stoppingDistance && !closestPoint
&& selectedSteeringBehaviour != SteeringBehaviours.Flee && selectedSteeringBehaviour != SteeringBehaviours.FleeAtDistance)
|| (selectedSteeringBehaviour == SteeringBehaviours.RigtSideways || selectedSteeringBehaviour == SteeringBehaviours.LeftSideways)
|| (closestPoint && navmeshPath.corners.Length >= 2 && (Vector3.Distance(agent.transform.position, navmeshPath.corners[1]) >= stoppingDistance)))
{
// If there is room to walk
if (navmeshPath.corners.Length >= 2)
{
switch (selectedSteeringBehaviour)
{
case SteeringBehaviours.Seek:
agent.velocity = Seek(navmeshPath.corners[1]);
break;
case SteeringBehaviours.Arrive:
agent.velocity = Arrive(navmeshPath.corners[1], arriveSteeringBehaviourDeceleration);
break;
case SteeringBehaviours.RigtSideways:
agent.velocity = RightSideway(navmeshPath.corners[1]);
break;
case SteeringBehaviours.LeftSideways:
agent.velocity = LeftSideway(navmeshPath.corners[1]);
break;
}
}
}
else if(selectedSteeringBehaviour == SteeringBehaviours.Flee || selectedSteeringBehaviour == SteeringBehaviours.FleeAtDistance)
{
// If there is room to walk
if (navmeshPath.corners.Length >= 2)
{
switch (selectedSteeringBehaviour)
{
case SteeringBehaviours.Flee:
agent.velocity = Flee(navmeshPath.corners[1]);
break;
case SteeringBehaviours.FleeAtDistance:
agent.velocity = FleeAtDistance(navmeshPath.corners[1], fleeAtDistanceValue);
break;
}
}
}
else
{
// Stop the agent
agent.velocity = Vector3.SmoothDamp(agent.velocity, Vector3.zero, ref velocity, stoppingHalt);
if (lookATransformIfStopped && directionToLookIfStopped != null && agent.velocity == Vector3.zero && !lookAtTarget)
{
transform.rotation = Quaternion.Slerp(transform.rotation, directionToLookIfStopped.rotation, Time.deltaTime * generalRotationSpeed);
}
if (!lookATransformIfStopped && lookAtVector3IfStopped)
{
Vector3 newDirection = (vector3ToLookAtIfStopped - transform.position).normalized;
newDirection.y = 0;
Quaternion lookRotation = Quaternion.LookRotation(newDirection);
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, generalRotationSpeed * Time.deltaTime);
}
}
if (!isTraversingLink && !isInConversation)
{
// Manage rotation
if (distanceAgentToTarget <= RCKSettings.DISTANCE_WHEN_NPCS_START_LOOK_AT)
{
if (lookAtTarget && mainTarget != null)
{
// Rotate torwards target
var lookAt = Quaternion.LookRotation(mainTarget.position - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, lookAt, Time.deltaTime * generalRotationSpeed);
}
}
else if (navmeshPath.corners.Length >= 2 && navmeshPath.corners[1] != null)
{
// Rotate towards the direction of movement
var lookAt = Quaternion.LookRotation(navmeshPath.corners[1] - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, lookAt, Time.deltaTime * generalRotationSpeed);
}
else
{
// Rotate in direction of the movement (?)
var lookAt = Quaternion.LookRotation((transform.forward * 2) - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, lookAt, Time.deltaTime * generalRotationSpeed);
}
}
}
[AIInvokable]
public void FollowNavmeshPath()
{
if (navmeshPath.corners.Length >= 2 && navmeshPath.corners.Length - 1 >= 0)
{
// Walk trough the path
if(agent.isOnNavMesh)
agent.CalculatePath(navmeshPath.corners[navmeshPath.corners.Length - 1], navmeshPath);
float distanceAgentFirstCorner = 0;
try
{
Vector3.Distance(agent.transform.position, navmeshPath.corners[navmeshPath.corners.Length - 1]);
}
catch { }
// stopping distance check
if (distanceAgentFirstCorner >= stoppingDistance ||
(selectedSteeringBehaviour == SteeringBehaviours.RigtSideways || selectedSteeringBehaviour == SteeringBehaviours.LeftSideways)) // THOSE BEHAVIOURS MUST BE PLAYED EVEN IF WE REACHED THE STOPPING DISTANCE
{
// If there is room to walk
if (navmeshPath.corners.Length >= 2)
{
switch (selectedSteeringBehaviour)
{
case SteeringBehaviours.Seek:
agent.velocity = Seek(navmeshPath.corners[1]);
break;
case SteeringBehaviours.Arrive:
agent.velocity = Arrive(navmeshPath.corners[1], arriveSteeringBehaviourDeceleration);
break;
case SteeringBehaviours.Flee:
agent.velocity = Flee(navmeshPath.corners[1]);
break;
case SteeringBehaviours.FleeAtDistance:
agent.velocity = FleeAtDistance(navmeshPath.corners[1], fleeAtDistanceValue);
break;
case SteeringBehaviours.RigtSideways:
agent.velocity = RightSideway(navmeshPath.corners[1]);
break;
case SteeringBehaviours.LeftSideways:
agent.velocity = LeftSideway(navmeshPath.corners[1]);
break;
}
cachedMainTargetPos = (navmeshPath.corners[navmeshPath.corners.Length - 1]);
cachedMainTarget = true;
}
}
else
{
// Stop the agent
agent.velocity = Vector3.SmoothDamp(agent.velocity, Vector3.zero, ref velocity, stoppingHalt);
if (lookATransformIfStopped && directionToLookIfStopped != null && agent.velocity == Vector3.zero && !lookAtTarget)
{
transform.rotation = Quaternion.Slerp(transform.rotation, directionToLookIfStopped.rotation, Time.deltaTime * generalRotationSpeed);
}
if(!lookATransformIfStopped && lookAtVector3IfStopped)
{
Vector3 newDirection = (vector3ToLookAtIfStopped - transform.position).normalized;
newDirection.y = 0;
Quaternion lookRotation = Quaternion.LookRotation(newDirection);
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, generalRotationSpeed * Time.deltaTime);
}
}
}
if (!isTraversingLink && !isInConversation)
{
if (navmeshPath != null && navmeshPath.corners.Length > 1)
{
// Rotate towards the direction of movement
var lookAt = Quaternion.LookRotation(navmeshPath.corners[1] - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, lookAt, Time.deltaTime * generalRotationSpeed);
}
else
{
// Rotate in direction of the movement (?)
var lookAt = Quaternion.LookRotation((transform.forward * 2) - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, lookAt, Time.deltaTime * generalRotationSpeed);
}
}
}
[AIInvokable]
public void SetLookAtTarget(bool setLookAt)
{
if (!lookAtTarget && setLookAt)
{
lookAtTarget = true;
agent.angularSpeed = 0;
}
else if(!setLookAt && lookAtTarget)
{
lookAtTarget = false;
agent.angularSpeed = agentAngularSpeed;
}
}
[AIInvokable]
public void FollowTargetVector()
{
// PREVIOUS ONE
shouldFollowTargetVector = true;
if (!agent.enabled || !agent.isOnNavMesh)
return;
agent.CalculatePath(targetVector, navmeshPath);
bool closestPoint = false;
if (navmeshPath.status == NavMeshPathStatus.PathInvalid)
{
NavMeshHit myNavHit;
if (NavMesh.SamplePosition(targetVector, out myNavHit, Mathf.Infinity, -1))
{
//Handles.Label(myNavHit.position, new GUIContent("Closest"));
agent.CalculatePath(myNavHit.position, navmeshPath);
closestPoint = true;
}
}
// Stopping distance check
if ((Vector3.Distance(agent.transform.position, targetVector) >= stoppingDistance && !closestPoint
&& selectedSteeringBehaviour != SteeringBehaviours.Flee && selectedSteeringBehaviour != SteeringBehaviours.FleeAtDistance)
|| (selectedSteeringBehaviour == SteeringBehaviours.RigtSideways || selectedSteeringBehaviour == SteeringBehaviours.LeftSideways)
|| (closestPoint && navmeshPath.corners.Length >= 2 && (Vector3.Distance(agent.transform.position, navmeshPath.corners[1]) >= stoppingDistance)))
{
// If there is room to walk
if (navmeshPath.corners.Length >= 2)
{
switch (selectedSteeringBehaviour)
{
case SteeringBehaviours.Seek:
agent.velocity = Seek(navmeshPath.corners[1]);
break;
case SteeringBehaviours.Arrive:
agent.velocity = Arrive(navmeshPath.corners[1], arriveSteeringBehaviourDeceleration);
break;
case SteeringBehaviours.RigtSideways:
agent.velocity = RightSideway(navmeshPath.corners[1]);
break;
case SteeringBehaviours.LeftSideways:
agent.velocity = LeftSideway(navmeshPath.corners[1]);
break;
}
}
}
else
{
// Stop the agent
agent.velocity = Vector3.SmoothDamp(agent.velocity, Vector3.zero, ref velocity, stoppingHalt);
if (lookATransformIfStopped && directionToLookIfStopped != null && agent.velocity == Vector3.zero && !lookAtTarget)
{
transform.rotation = Quaternion.Slerp(transform.rotation, directionToLookIfStopped.rotation, Time.deltaTime * generalRotationSpeed);
}
if (!lookATransformIfStopped && lookAtVector3IfStopped)
{
Vector3 newDirection = (vector3ToLookAtIfStopped - transform.position).normalized;
newDirection.y = 0;
Quaternion lookRotation = Quaternion.LookRotation(newDirection);
transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, generalRotationSpeed * Time.deltaTime);
}
}
}
[AIInvokable]
public void SetLookAtVector3IfStopped(Vector3 _vector)
{
vector3ToLookAtIfStopped = _vector;
lookAtVector3IfStopped = true;
}
[AIInvokable]
public void ClearLookAtVector3IfStopped()
{
lookAtVector3IfStopped = false;
}
[AIInvokable]
public void GetRandomTargetVectorFromNavmesh(float radius)
{
targetVector = PickRandomNavMeshPoint(radius);
}
[AIInvokable]
public void SetTargetVector(Vector3 vector)
{
targetVector = vector;
}
[AIInvokable]
public void GetRandomTargetVectorFromNavmeshWithCenter(float radius, Vector3 center)
{
targetVector = PickRandomNavMeshPoint(radius, center);
}
[AIInvokable]
public void TargetGetRandomTargetVectorFromNavmesh(float radius)
{
targetVector = PickRandomNavMeshPoint(radius, mainTarget);
}
[AIInvokable]
public void TargetGetOnlyReachableRandomTargetVectorFromNavmesh(float radius)
{
shouldFollowTargetVector = false;
StartCoroutine(GetRandomTargetVectorReachableTask(radius));
}
public bool isOnTargetVector;
[AIInvokable]
public bool IsOnTargetVector()
{
isOnTargetVector = (Vector3.Distance(transform.position, targetVector) <= stoppingDistance);
return isOnTargetVector;
}
private Vector3 PickRandomNavMeshPoint(float radius, Transform center = null)
{
if (center == null)
center = this.transform;
Vector3 randomDirection = Random.insideUnitSphere * radius;
randomDirection += center.position;
NavMeshHit hit;
Vector3 finalPosition = Vector3.zero;
if (NavMesh.SamplePosition(randomDirection, out hit, radius, NavMesh.AllAreas))
{
finalPosition = hit.position;
}
else
return targetVector;
return finalPosition;
}
private IEnumerator GetRandomTargetVectorReachableTask(float radius)
{
bool found = false;
NavMeshPath path = new NavMeshPath();
while(!found)
{
if (!agent.isOnNavMesh)
yield return null;
targetVector = PickRandomNavMeshPoint(radius);
try
{
if(agent.isOnNavMesh)
agent.CalculatePath(targetVector, path);
}
catch { }
if (path.status == NavMeshPathStatus.PathPartial || path.status == NavMeshPathStatus.PathInvalid)
found = false;
else
found = true;
yield return null;
}
shouldFollowTargetVector = true;
}
private Vector3 PickRandomNavMeshPoint(float radius, Vector3 center)
{
Vector3 randomDirection = Random.insideUnitSphere * radius;
randomDirection += center;
NavMeshHit hit;
Vector3 finalPosition = Vector3.zero;
if (NavMesh.SamplePosition(randomDirection, out hit, radius, NavMesh.AllAreas))
{
finalPosition = hit.position;
}
else
return targetVector;
return finalPosition;
}
public void CheckRotation()
{
// Remove situations where the rotation animation DOESN'T have to be applied
if (isUsingActionPoint)
{
isRotating = false;
return;
}
if (Vector3.Distance(oldEulerAngles, transform.rotation.eulerAngles) < rotationThreshold)
{
//NO ROTATION
isRotating = false;
}
else
{
oldEulerAngles = transform.rotation.eulerAngles;
isRotating = true;
}
}
/// <summary>
/// This methods updates
/// </summary>
[AIInvokable]
public void SnapshotTargetPosition()
{
if(agent.isOnNavMesh)
agent.CalculatePath(mainTarget.position, navmeshPath);
}
/// <summary>
/// Controls the movements of the AI entity while in TraversingLinks mode
/// </summary>
/// <returns></returns>
IEnumerator TraverseNormalSpeed()
{
if (!usesMovements)
yield return null;
currentTLinkTargetVector = Vector3.zero;
Vector3 selectedDistance = (shouldFollowTargetVector) ? targetVector : (mainTarget != null) ? mainTarget.position : Vector3.zero;
while (isTraversingLink)
{
// If has a target and chasing it
if ((chaseTargetDuringTraversing && mainTarget != null) || shouldFollowTargetVector)
{
//Vector3 chasingVector = Vector3.MoveTowards(agent.transform.position, mainTarget.position, ((currentSpeed + maxSpeed) / 2) * Time.deltaTime);
selectedDistance = (shouldFollowTargetVector) ? targetVector : mainTarget.position;
if (Vector3.Distance(agent.transform.position, selectedDistance) >= stoppingDistance)
{
cachedMainTargetPos = (selectedDistance);
cachedMainTarget = true;
Vector3 targetVector = (selectedDistance - agent.transform.position).normalized;
targetVector.y = 0;
if (currentTLinkTargetVector == Vector3.zero)
currentTLinkTargetVector = targetVector;
// Obstacle avoidance
if (leftOccupied && !rightOccupied)
{
isSteeringTLink = true;
currentTLinkTargetVector += (agent.transform.right / rotationDivider);
//Debug.Log("steering right");
}
else if (rightOccupied && !leftOccupied)
{
isSteeringTLink = true;
currentTLinkTargetVector += (-agent.transform.right / rotationDivider);
//Debug.Log("steering left");
}
else if (leftOccupied && forwardOccupied && rightOccupied)
{
isSteeringTLink = true;
// We're stuck in a wall, let's try to determine the closest end of the obstacle
int counter = 2;
bool endPointFound = false;
RaycastHit leftCheck, rightCheck;
bool endPointIsRight = false;
// Determine and save which object we've hit
while (!endPointFound && counter <= 6)
{
// Left checks
if (Physics.Raycast((transform.position + (Vector3.up * 1.45f)),
transform.TransformDirection(Vector3.forward + Vector3.left * leftRightOpeningMult * counter), out leftCheck, obstacleDistance, obstacleAvoidanceMask))
{
// If the object hit by the endpoint check is different from the actual object we may have found a free spot, not always true!
if (leftHit != leftCheck.transform.gameObject)
{
}
}
else
{
// Free spot
endPointIsRight = false;
endPointFound = true;
break;
}
// Right checks
if (Physics.Raycast((transform.position + (Vector3.up * 1.45f)),
transform.TransformDirection(Vector3.forward + Vector3.right * leftRightOpeningMult * counter), out rightCheck, obstacleDistance, obstacleAvoidanceMask))
{
}
else
{
// Free spot
endPointIsRight = true;
endPointFound = true;
break;
}
counter++;
yield return null;
}
// Couldn't find an endpoint, go right or left in base of position
if (!endPointFound)
{
differenceLeftRight = AngleDir(agent.transform.forward, targetVector, Vector3.up);
// Best steering is on the left
if (differenceLeftRight == -1)
{
// Steer left
endPointIsRight = false;
}
// Best steering is on the Right
else
{
// Steer right
endPointIsRight = true;
}
endPointFound = true;
}
// Rotate towards the endpoint
if (endPointIsRight)
currentTLinkTargetVector += (agent.transform.right / rotationDivider);
else
currentTLinkTargetVector += -(agent.transform.right / rotationDivider);
}
else if (!leftOccupied && !rightOccupied && forwardOccupied)
{
differenceLeftRight = AngleDir(agent.transform.forward, targetVector, Vector3.up);
// Best steering is on the left
if (differenceLeftRight == -1)
{
// Steer left
currentTLinkTargetVector += (-agent.transform.right / rotationDivider);
}
// Best steering is on the Right
else
{
// Steer right
currentTLinkTargetVector += (agent.transform.right / rotationDivider);
}
}
else if (!leftOccupied && forwardOccupied)
{
// Steer left
currentTLinkTargetVector += (-agent.transform.right / rotationDivider);
}
else if (!rightOccupied && forwardOccupied)
{
// Steer right
currentTLinkTargetVector += (agent.transform.right / rotationDivider);
}
else if (!rightOccupied && !forwardOccupied && !leftOccupied)
{
isSteeringTLink = false;
currentTLinkTargetVector = Vector3.Lerp(currentTLinkTargetVector, targetVector, lerpingToOriginal);
}
if(selectedSteeringBehaviour == SteeringBehaviours.Flee || selectedSteeringBehaviour == SteeringBehaviours.FleeAtDistance)
m_Rigidbody.velocity = (currentTLinkTargetVector.normalized * currentSpeed);
else
m_Rigidbody.velocity = (currentTLinkTargetVector.normalized * currentSpeed);
}
else
{
// Stop the agent
m_Rigidbody.velocity = Vector3.SmoothDamp(m_Rigidbody.velocity, Vector3.zero, ref velocity, stoppingHalt);
}
}
else // If not has a target (wandering for the world)
{
//agent.transform.position = Vector3.MoveTowards(agent.transform.position, agent.transform.forward, maxSpeed * Time.deltaTime);
}
if (((rotateToFaceTargetDuringTraversing && mainTarget != null) || shouldFollowTargetVector) && !isInConversation)
{
var targetPos = currentTLinkTargetVector;
if (mainTarget != null && Vector3.Distance(transform.position, mainTarget.position) <= stoppingDistance + 5f)
targetPos = (mainTarget.transform.position - transform.position).normalized;
else
targetPos = (currentTLinkTargetVector);
targetPos.y = 0; //set targetPos y equal to mine, so I only look at my own plane
var targetDir = Quaternion.LookRotation(targetPos);
transform.rotation = Quaternion.Slerp(transform.rotation, targetDir, generalRotationSpeed * Time.deltaTime);
}
yield return null;
}
yield return 0;
}
/// <summary>
/// Checks if the AI is stuck in the TraversingLink mode. If it is, calls Unstuck()
/// </summary>
void CheckForStuckStatus_TLink()
{
if (!usesMovements || !isTraversingLink || mainTarget == null)
{
tLinkStuckCounter = 0.0f;
return;
}
if (Vector3.Distance(m_Rigidbody.velocity, tLinkStuckThreshold) < 1)
tLinkStuckCounter += 1.0f * Time.deltaTime;
else
tLinkStuckCounter = 0.0f;
if (tLinkStuckCounter >= tLinkStuckTime)
{
Unstuck();
tLinkStuckCounter = tLinkStuckTime / 2;
}
}
/// <summary>
/// Attempts to unstuck the AI by pushing him into a free direction (if found), if he's detected to be stucked while traversing links
/// </summary>
public void Unstuck()
{
if (!usesMovements)
return;
m_Rigidbody.velocity = Vector3.zero;
currentTLinkTargetVector = Vector3.zero;
if (!leftOccupied)
m_Rigidbody.AddForce(transform.right * tLinkUnstuckForce, ForceMode.Impulse);
else if (!rightOccupied)
m_Rigidbody.AddForce(-transform.right * tLinkUnstuckForce, ForceMode.Impulse);
else if (!forwardOccupied)
m_Rigidbody.AddForce(transform.forward * tLinkUnstuckForce, ForceMode.Impulse);
else
{
m_Rigidbody.AddForce(-transform.forward * tLinkUnstuckForce, ForceMode.Impulse);
m_Rigidbody.AddForce(transform.right * (Random.Range(0.0f, 1.0f) * tLinkUnstuckForce), ForceMode.Impulse);
m_Rigidbody.AddForce(-transform.right * (Random.Range(0.0f, 1.0f) * tLinkUnstuckForce), ForceMode.Impulse);
}
}
int AngleDir(Vector3 fwd, Vector3 targetDir, Vector3 up)
{
Vector3 perp = Vector3.Cross(fwd, targetDir);
float dir = Vector3.Dot(perp, up);
if (dir > 0.0f)
{
return 1;
}
else if (dir < 0f)
{
return -1;
}
else
{
return 0;
}
}
/// <summary>
/// Allows for Obstacle Avoidance while in TraversingLinks mode, the AI is able to detect and obstacle and attempt to get around it, while continuing moving towards its mainTarget.
/// This method looks for the surroundings and determines if the left, foward or the right is occupied.
/// </summary>
void TLinkObstacleAvoidance()
{
if (!usesMovements)
return;
if (movementType != MovementType.TraversingLinks)
return;
switch (tLinkObstacleAvoidancePrecision)
{
case TLinkObstacleAvoidancePrecision.Full:
leftOccupied = (Physics.Raycast((transform.position + (Vector3.up / 3.0f)), transform.TransformDirection(Vector3.forward + Vector3.left * leftRightOpeningMult), out feetLeftHit, obstacleDistance, obstacleAvoidanceMask) ||
Physics.Raycast((transform.position + (Vector3.up * 1.45f)), transform.TransformDirection(Vector3.forward + Vector3.left * leftRightOpeningMult), out bodyLeftHit, obstacleDistance, obstacleAvoidanceMask) ||
Physics.Raycast((transform.position + (Vector3.up * 2.0f)), transform.TransformDirection(Vector3.forward + Vector3.left * leftRightOpeningMult), out headLeftHit, obstacleDistance, obstacleAvoidanceMask));
forwardOccupied = (Physics.Raycast((transform.position + (Vector3.up / 3.0f)), transform.TransformDirection(Vector3.forward), out feetForwardHit, obstacleDistance, obstacleAvoidanceMask) ||
Physics.Raycast((transform.position + (Vector3.up * 1.45f)), transform.TransformDirection(Vector3.forward), out bodyForwardHit, obstacleDistance, obstacleAvoidanceMask) ||
Physics.Raycast((transform.position + (Vector3.up * 2.0f)), transform.TransformDirection(Vector3.forward), out headForwardHit, obstacleDistance, obstacleAvoidanceMask));
rightOccupied = (Physics.Raycast((transform.position + (Vector3.up / 3.0f)), transform.TransformDirection(Vector3.forward + Vector3.right * leftRightOpeningMult), out feetRightHit, obstacleDistance, obstacleAvoidanceMask) ||
Physics.Raycast((transform.position + (Vector3.up * 1.45f)), transform.TransformDirection(Vector3.forward + Vector3.right * leftRightOpeningMult), out bodyRightHit, obstacleDistance, obstacleAvoidanceMask) ||
Physics.Raycast((transform.position + (Vector3.up * 2.0f)), transform.TransformDirection(Vector3.forward + Vector3.right * leftRightOpeningMult), out headRightHit, obstacleDistance, obstacleAvoidanceMask));
break;
case TLinkObstacleAvoidancePrecision.Good:
leftOccupied = (Physics.Raycast((transform.position + (Vector3.up / 3.0f)), transform.TransformDirection(Vector3.forward + Vector3.left * leftRightOpeningMult), out feetLeftHit, obstacleDistance, obstacleAvoidanceMask) ||
Physics.Raycast((transform.position + (Vector3.up * 1.45f)), transform.TransformDirection(Vector3.forward + Vector3.left * leftRightOpeningMult), out bodyLeftHit, obstacleDistance, obstacleAvoidanceMask));
forwardOccupied = (Physics.Raycast((transform.position + (Vector3.up / 3.0f)), transform.TransformDirection(Vector3.forward), out feetForwardHit, obstacleDistance, obstacleAvoidanceMask) ||
Physics.Raycast((transform.position + (Vector3.up * 1.45f)), transform.TransformDirection(Vector3.forward), out bodyForwardHit, obstacleDistance, obstacleAvoidanceMask));
rightOccupied = (Physics.Raycast((transform.position + (Vector3.up / 3.0f)), transform.TransformDirection(Vector3.forward + Vector3.right * leftRightOpeningMult), out feetRightHit, obstacleDistance, obstacleAvoidanceMask) ||
Physics.Raycast((transform.position + (Vector3.up * 1.45f)), transform.TransformDirection(Vector3.forward + Vector3.right * leftRightOpeningMult), out bodyRightHit, obstacleDistance, obstacleAvoidanceMask));
break;
case TLinkObstacleAvoidancePrecision.Minimum:
leftOccupied = (Physics.Raycast((transform.position + (Vector3.up / 3.0f)), transform.TransformDirection(Vector3.forward + Vector3.left * leftRightOpeningMult), out feetLeftHit, obstacleDistance, obstacleAvoidanceMask));
forwardOccupied = (Physics.Raycast((transform.position + (Vector3.up / 3.0f)), transform.TransformDirection(Vector3.forward), out feetForwardHit, obstacleDistance, obstacleAvoidanceMask));
rightOccupied = (Physics.Raycast((transform.position + (Vector3.up / 3.0f)), transform.TransformDirection(Vector3.forward + Vector3.right * leftRightOpeningMult), out feetRightHit, obstacleDistance, obstacleAvoidanceMask));
break;
case TLinkObstacleAvoidancePrecision.Null:
leftOccupied = false;
forwardOccupied = false;
rightOccupied = false;
break;
}
}
public void StopFollowingPath()
{
forceToStopPath = true;
StopCoroutine(UnityNavmeshFollowPath());
}
[AIInvokable]
[ContextMenu("FollowCurrentPath")]
public void FollowCurrentPath()
{
if (aiPath == null)
return;
forceToStopPath = false;
lookAtTarget = false;
shouldFollowMainTarget = true;
shouldFollowOnlyIfCanSee = false;
isFollowingAIPath = true;
StopCoroutine(UnityNavmeshFollowPath());
StartCoroutine(UnityNavmeshFollowPath());
}
public bool forceToStopPath = false;
/// <summary>
/// Used to make the AI follow an AI Path while using the Unity Navmesh System.
/// What it does is to update the MainTarget of this entity, the movements will be still handled by "HandleMovements()"
/// </summary>
/// <returns></returns>
IEnumerator UnityNavmeshFollowPath()
{
shouldFollowAIPath = true;
bool pathCompleted = false;
if (!aiPathResumeFromCurrentIndex)
{
aiPathCurrentIndex = aiPath.startsFromIndex;
if (invertAIPath)
aiPathCurrentIndex = aiPath.points.Length - 1;
}
// Sets the first target
SetTarget(aiPath.points[aiPathCurrentIndex].gameObject, false);
while (!pathCompleted || forceToStopPath)
{
// Check if we've reached the target at out stopping halt
if(Vector3.Distance(agent.transform.position, aiPath.points[aiPathCurrentIndex].transform.position) <= stoppingDistance)
{
// Check if we have to wait
if(aiPath.points[aiPathCurrentIndex].wait)
{
if (aiPath.points[aiPathCurrentIndex].faceDirection)
{
directionToLookIfStopped = aiPath.points[aiPathCurrentIndex].DirectionToFace;
while (transform.rotation != aiPath.points[aiPathCurrentIndex].DirectionToFace.rotation)
{
transform.rotation = Quaternion.RotateTowards(transform.rotation, aiPath.points[aiPathCurrentIndex].DirectionToFace.rotation, 100 * Time.deltaTime);
yield return null;
}
}
yield return new WaitForSeconds(aiPath.points[aiPathCurrentIndex].waitTime);
}
switch(aiPath.type)
{
case AICustomPathType.BackAndForthLooped:
// Check if we're going in positive +
if(!invertAIPath)
{
// If we've finished the path
if(aiPathCurrentIndex == aiPath.points.Length-1)
{
// We have to go backwards
invertAIPath = true;
aiPathCurrentIndex--;
SetTarget(aiPath.points[aiPathCurrentIndex].gameObject);
}
else
{
// Set the next target
aiPathCurrentIndex++;
SetTarget(aiPath.points[aiPathCurrentIndex].gameObject);
}
}
else
{
// If we've finished the path
if (aiPathCurrentIndex == 0)
{
// We have to go backwards
invertAIPath = false;
aiPathCurrentIndex++;
SetTarget(aiPath.points[aiPathCurrentIndex].gameObject);
}
else
{
// Set the next target
aiPathCurrentIndex--;
SetTarget(aiPath.points[aiPathCurrentIndex].gameObject);
}
}
break;
case AICustomPathType.Looped:
if(!invertAIPath)
{
// If it's the last point
if(aiPathCurrentIndex == aiPath.points.Length-1)
{
// Set the first as current
aiPathCurrentIndex = 0;
SetTarget(aiPath.points[aiPathCurrentIndex].gameObject);
}
else // set next
{
aiPathCurrentIndex++;
SetTarget(aiPath.points[aiPathCurrentIndex].gameObject);
}
}
else
{
// If it's the first point
if (aiPathCurrentIndex == 0)
{
// Set the last as current
aiPathCurrentIndex = aiPath.points.Length - 1;
SetTarget(aiPath.points[aiPathCurrentIndex].gameObject);
}
else // set next
{
// Set the last as current
aiPathCurrentIndex--;
SetTarget(aiPath.points[aiPathCurrentIndex].gameObject);
}
}
break;
}
}
yield return null;
}
isFollowingAIPath = false;
}
#endregion
[AIInvokable]
public void SetOverrideShouldFollowMainTarget(bool _active, bool _shouldFollow)
{
overrideShouldFollowMainTargetActive = _active;
overrideShouldFollowMainTarget = _shouldFollow;
if (overrideShouldFollowMainTargetActive)
shouldFollowMainTarget = overrideShouldFollowMainTarget;
}
/// <summary>
/// Enables the TraversingLinks mode.
/// </summary>
public void EnableTraversingLinks()
{
if (!usesMovements || movementType == MovementType.Offline)
return;
if (!rightOccupied && !forwardOccupied && !leftOccupied)
{
isSteeringTLink = false;
}
if (!isTraversingLink)
{
UseTraversingLinks();
}
}
private void OnTriggerStay(Collider other)
{
if (other.CompareTag("RPG Creation Kit/NavmeshLink"))
{
if (!isTraversingLink)
EnableTraversingLinks();
}
if (other.transform.CompareTag("RPG Creation Kit/Door"))
{
doorInTheWay = other.gameObject.GetComponent<Door>();
if (!doorInTheWay.isOpened && !doorInTheWay.teleports)
{
// AI OPENS DOOR
if (doorInTheWay.anim != null)
{
if (doorInTheWay.locked == true) {
bool HasKey = (Inv.GetItemCount(doorInTheWay.key.ItemID) > 0);
if (HasKey == false) {
StopMovingForSeconds(0.5f);
}
if (Inv.HasItem(doorInTheWay.key)){
openThisDoor();
}
} else {
openThisDoor();
}
}
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag("RPG Creation Kit/NavmeshLink"))
{
if (isTraversingLink)
{
UseUnitysNavmesh();
}
}
}
/// <summary>
/// Adjusts the Animator of the AI accordingly of the Movements he's making
/// </summary>
public void HandleAnimations()
{
if (!usesMovements)
return;
if (movementType == MovementType.UnityNavmesh)
{
var localVelocity = transform.InverseTransformDirection(agent.velocity);
walkModifier = (isWalking) ? .5f : 1f;
if (lookAtTarget)
{
m_Anim.SetFloat("Speed", (localVelocity.z / currentSpeed) * walkModifier, 1f, Time.deltaTime * 10);
m_Anim.SetFloat("Sideways", (localVelocity.x / currentSpeed) * walkModifier, 1f, Time.deltaTime * 10);
}
else
{
m_Anim.SetFloat("Speed", (agent.velocity.magnitude / currentSpeed) * walkModifier, 1f, Time.deltaTime * 10);
}
}
else if(movementType == MovementType.TraversingLinks)
{
var localVelocity = transform.InverseTransformDirection(m_Rigidbody.velocity);
walkModifier = (isWalking) ? .5f : 1f;
if (lookAtTarget)
{
m_Anim.SetFloat("Speed", (localVelocity.z / currentSpeed) * walkModifier, 1f, Time.deltaTime * 10);
m_Anim.SetFloat("Sideways", (localVelocity.x / currentSpeed) * walkModifier, 1f, Time.deltaTime * 10);
}
else
{
m_Anim.SetFloat("Speed", (m_Rigidbody.velocity.magnitude / currentSpeed) * walkModifier, 1f, Time.deltaTime * 10);
}
}
m_Anim.SetBool("isRotating", isRotating);
}
/// <summary>
/// Switches to the UnityNavmesh movement type.
/// </summary>
public void UseUnitysNavmesh()
{
if (!usesMovements)
return;
movementType = MovementType.UnityNavmesh;
StopCoroutine("TraverseNormalSpeed");
isTraversingLink = false;
agent.enabled = true;
m_Rigidbody.isKinematic = true;
}
/// <summary>
/// Switches to the TraversingLink movement type.
/// </summary>
public void UseTraversingLinks()
{
if (!usesMovements)
return;
StopCoroutine("TraverseNormalSpeed");
movementType = MovementType.TraversingLinks;
isTraversingLink = true;
agent.enabled = false;
m_Rigidbody.isKinematic = false;
StartCoroutine("TraverseNormalSpeed");
}
public void UseCustomPathSystem()
{
if (!usesMovements)
return;
movementType = MovementType.CustomPathSystem;
}
public void UseNullMovement()
{
if (!usesMovements)
return;
movementType = MovementType.Null;
}
/// <summary>
/// Reload the Movements State of the AI, used when it returns from Offline mode.
/// </summary>
/// <returns></returns>
public IEnumerator ReloadState()
{
while (WorldManager.instance != null && WorldManager.instance.isLoading)
yield return null;
cachedMainTarget = false;
isInOfflineMode = false;
if(movementType != MovementType.InActionPoint)
UseUnitysNavmesh();
// if it was following the target ->
// UpdateTargetFromGUID();
// else if it was following the path
// UpdatePathFromGUID();
yield return null;
}
public void UpdateStateDelayed()
{
StopCoroutine(ReloadState());
StartCoroutine(ReloadState());
}
bool isSteeringTLink = false;
private float differenceLeftRight;
Vector3 currentTLinkTargetVector = Vector3.zero;
public bool failedGettingActionPoint = false;
[AIInvokable]
public void GetAndUseActionPoint()
{
if (myCellInfo == null)
return;
NPCActionPoint point = myCellInfo.GetAnUnusedActionPoint();
if (point == null)
{
isUsingActionPoint = false;
isReachingActionPoint = false;
failedGettingActionPoint = true;
return;
}
actionPoint = point;
UseNPCActionPoint(point);
}
[AIInvokable]
public void UseCurrentActionPoint()
{
if (myCellInfo == null)
return;
if (actionPoint == null)
{
isUsingActionPoint = false;
isReachingActionPoint = false;
failedGettingActionPoint = true;
return;
}
else
UseNPCActionPoint(actionPoint);
}
[AIInvokable]
public void UseArrayActionPoint(string[] arr)
{
if (myCellInfo == null)
return;
int tries = 0;
bool found = false;
while(found == false && tries < arr.Length)
{
tries++;
int random = Random.Range(0, arr.Length-1);
NPCActionPoint point = myCellInfo.allActionPoints[arr[random]];
if(!point.isOccupied)
{
actionPoint = point;
found = true;
break;
}
else
{
actionPoint = null;
continue;
}
}
if (actionPoint == null)
{
isUsingActionPoint = false;
isReachingActionPoint = false;
failedGettingActionPoint = true;
return;
}
else
UseNPCActionPoint(actionPoint);
}
public bool isReachingActionPoint = false;
public void UseNPCActionPoint(NPCActionPoint _aPoint)
{
actionPoint = _aPoint;
actionPoint.OnUserAssigned(this);
SetTarget(actionPoint.pivotPoint.gameObject);
StartCoroutine(ReachingActionPoint());
}
public void ResetActionPointAgentState()
{
if(actionPoint != null)
actionPoint.OnUserForceLeaves();
StopCoroutine(ReachingActionPoint());
isReachingActionPoint = false;
actionPoint = null;
isUsingActionPoint = false;
shouldUseNPCActionPoint = false;
}
public bool fixingInPlaceForActionPoint = false;
public bool transformMovingToActionPoint = false;
public IEnumerator ReachingActionPoint()
{
isReachingActionPoint = true;
while (actionPoint != null && Vector3.Distance(transform.position, actionPoint.pivotPoint.position) > stoppingDistance)
{
yield return null;
}
if (actionPoint == null)
yield break;
DisableMovements();
m_Anim.applyRootMotion = true;
movementType = MovementType.InActionPoint;
bool cancelled = false;
while (isReachingActionPoint && (transform.position != actionPoint.pivotPoint.position ||
transform.rotation != actionPoint.pivotPoint.rotation))
{
fixingInPlaceForActionPoint = true;
if (enterInCombatCalled)
{
cancelled = true;
m_Anim.applyRootMotion = false;
UseUnitysNavmesh();
isUsingActionPoint = false;
EnableMovements();
actionPoint.OnUserForceLeaves();
yield break;
}
if (transform.position != actionPoint.pivotPoint.position)
m_Anim.SetFloat("Speed", (isWalking) ? .5f : 1f);
else
m_Anim.SetFloat("Speed", 0f);
transformMovingToActionPoint = true;
yield return null;
}
if (cancelled)
yield break;
transform.position = actionPoint.pivotPoint.position;
transform.rotation = actionPoint.pivotPoint.rotation;
transformMovingToActionPoint = false;
m_Anim.CrossFade(actionPoint.npcAction.name, 0f);
playingEnterAnimationActionPoint = true;
Invoke("OnHasFinishedPlayingActionPointEnterAnimation", actionPoint.npcAction.length);
actionPoint.OnUserUses(this);
isReachingActionPoint = false;
isUsingActionPoint = true;
fixingInPlaceForActionPoint = false;
}
public void OnHasFinishedPlayingActionPointEnterAnimation()
{
playingEnterAnimationActionPoint = false;
}
public GameObject currentDynamicObject;
public void DynamicObjectStartAnimationEvent()
{
if(actionPoint.spawnDynamicObject)
{
switch(actionPoint.dynamicObjectBone)
{
case DynamicObjectBone.Rhand:
currentDynamicObject = Instantiate(actionPoint.dynamicObject, bodyData.rHand);
break;
case DynamicObjectBone.Lhand:
currentDynamicObject = Instantiate(actionPoint.dynamicObject, bodyData.lHand);
break;
}
}
}
public void DynamicObjectEndAnimationEvent()
{
if (actionPoint.spawnDynamicObject)
{
Destroy(currentDynamicObject);
}
}
public bool playingEnterAnimationActionPoint = false;
public bool isUsingActionPoint = false;
[AIInvokable]
public void StopUsingNPCActionPoint(bool _immediate = false)
{
StopCoroutine(StopUsingNPCActionPointTask());
StartCoroutine(StopUsingNPCActionPointTask(_immediate));
}
[AIInvokable]
public void StopUsingNPCActionPointImmediate()
{
StopCoroutine(StopUsingNPCActionPointTask());
StartCoroutine(StopUsingNPCActionPointTask(true));
}
public bool leavingActionPoint = false;
private IEnumerator StopUsingNPCActionPointTask(bool immediate = false)
{
if (!immediate)
{
while (playingEnterAnimationActionPoint || isInConversation)
yield return new WaitForEndOfFrame();
fixingInPlaceForActionPoint = false;
actionPoint.OnUserIsLeaving(this);
m_Anim.CrossFade(actionPoint.npcActionReturn.name, 0f);
leavingActionPoint = true;
yield return new WaitForSeconds(actionPoint.npcActionReturn.length);
}
else
{
m_Anim.Play("Base Locomotion", 0);
}
DisableMovements();
m_Anim.applyRootMotion = false;
UseUnitysNavmesh();
isReachingActionPoint = false;
isUsingActionPoint = false;
actionPoint.OnUserHasLeft(this);
leavingActionPoint = false;
}
/// <summary>
/// Adjusts the current speed. (Walking/Running)
/// </summary>
[ContextMenu("Adjust Current Speed")]
private void AdjustCurrentSpeed()
{
if (!usesMovements)
return;
currentSpeed = (isWalking ? attributes.derivedAttributes.walkSpeed : attributes.derivedAttributes.runSpeed);
maxSpeed = (isWalking ? attributes.derivedAttributes.walkSpeed : attributes.derivedAttributes.runSpeed);
}
[AIInvokable]
public void Movements_SwitchToRun()
{
isWalking = false;
AdjustCurrentSpeed();
}
[AIInvokable]
public void Movements_SwitchToWalk()
{
isWalking = true;
AdjustCurrentSpeed();
}
[AIInvokable]
public void SetFollowMainTarget(bool shouldFollow)
{
shouldFollowMainTarget = shouldFollow;
}
[AIInvokable]
public void SetAIPathFromCell(string _pathID)
{
if (CellInformation.TryToGetPath(_pathID, out aiPath))
{
// All good
}
else
{
Debug.LogWarning("Tried to assign the path with id '" + _pathID + "' to the AI: '" + entityID + "', but the path wasn't found. Maybe you haven't updated the cell or mispelled the PathID? " + " MyCellInfo was: " + myCellInfo.cell.ID +". \nTrying again in 1 second.");
if(!setAIPathFromCellRetrying)
{
StartCoroutine(SetAIPathFromCellRetry(_pathID));
setAIPathFromCellRetrying = true;
}
}
}
bool setAIPathFromCellRetrying = false;
private IEnumerator SetAIPathFromCellRetry(string _pathID)
{
yield return new WaitForSeconds(1);
setAIPathFromCellRetrying = false;
SetAIPathFromCell(_pathID);
}
#region SteeringBehaviours
public enum Deceleration { Fast = 1, Normal = 2, Slow = 3, VerySlow = 4 };
/// <summary>
/// Returns a force that directs the agent toward the target position.
/// </summary>
/// <param name="targetPos">The target position.</param>
/// <returns></returns>
protected Vector3 Seek(Vector3 targetPos)
{
Vector3 desiredVelocity = Vector3.Normalize(targetPos - transform.position) * currentSpeed;
return (desiredVelocity - agent.desiredVelocity);
}
/// <summary>
/// Returns a force that directs the agent away from the target position.
/// </summary>
/// <param name="targetPos">The target position.</param>
/// <returns></returns>
protected Vector3 Flee(Vector3 targetPos)
{
Vector3 desiredVelocity = Vector3.Normalize(transform.position - targetPos) * currentSpeed;
return (desiredVelocity - agent.desiredVelocity);
}
/// <summary>
/// Returns a force that directs the agent away from the target position if the target is within the range of fleeDistance.
/// </summary>
/// <param name="targetPos">The target position.</param>
/// <param name="fleeDistance">The distance at wich the agent will start fleeing.</param>
/// <returns></returns>
protected Vector3 FleeAtDistance(Vector3 targetPos, float fleeDistance)
{
if (Vector3.Distance(transform.position, targetPos) >= fleeDistance)
return Vector3.zero;
Vector3 desiredVelocity = Vector3.Normalize(transform.position - targetPos) * currentSpeed;
return (desiredVelocity - agent.desiredVelocity);
}
/// <summary>
/// Seek but with gentle halt at the target position.
/// </summary>
/// <param name="targetPos">The target position.</param>
/// <param name="deceleration">The deceleration type.</param>
/// <returns></returns>
protected Vector3 Arrive(Vector3 targetPos, Deceleration deceleration)
{
// Arrive works only when the point to arrive to is the last one of the path
if (navmeshPath.corners.Length <= 2)
{
Vector3 toTarget = targetPos - transform.position;
float dist = Vector3.Distance(transform.position, targetPos);
if (dist > 0)
{
const float decelerationTweaker = 0.3f;
currentSpeed = dist / ((float)deceleration * decelerationTweaker);
currentSpeed = Mathf.Clamp(currentSpeed, currentSpeed, maxSpeed);
Vector3 desiredVelocity = toTarget * currentSpeed / dist;
return (desiredVelocity - agent.desiredVelocity);
}
return Vector3.zero;
}
else // If there is a path that has corners we do not want to arrive on coners but just pass them
return Seek(targetPos);
}
protected Vector3 RightSideway(Vector3 targetPos)
{
Vector3 desiredVelocity = Vector3.Normalize(transform.right) * currentSpeed;
return (desiredVelocity);
}
protected Vector3 LeftSideway(Vector3 targetPos)
{
Vector3 desiredVelocity = Vector3.Normalize(-transform.right) * currentSpeed;
return (desiredVelocity);
}
protected Vector3 Pursuit()
{
return Vector3.zero;
}
#endregion
public void EnableMovements()
{
if (!usesMovements)
return;
// Release the AI
if (movementType == MovementType.UnityNavmesh)
agent.enabled = true;
else if (movementType == MovementType.TraversingLinks)
m_Rigidbody.isKinematic = false;
}
public void DisableMovements()
{
if (!usesMovements)
return;
// Stop the AI
if (movementType == MovementType.UnityNavmesh)
agent.enabled = false;
else if (movementType == MovementType.TraversingLinks)
m_Rigidbody.isKinematic = true;
}
public void EnablePhysicalCollider()
{
if(isAlive)
physicalCollider.enabled = true;
}
public void DisablePhysicalCollider()
{
physicalCollider.enabled = false;
}
public void EnableInteractableCollider()
{
interactableCollider.enabled = true;
}
public void DisableInteractableCollider()
{
interactableCollider.enabled = false;
}
public void StopMovingForSeconds(float seconds)
{
DisableMovements();
Invoke("EnableMovements", seconds);
}
private void OnTriggerEnter(Collider collision)
{
if (collision.transform.CompareTag("RPG Creation Kit/Door"))
{
doorInTheWay = collision.gameObject.GetComponent<Door>();
if (!doorInTheWay.isOpened && !doorInTheWay.teleports)
{
// AI OPENS DOOR
if (doorInTheWay.anim != null)
{
if (doorInTheWay.locked == true) {
Inv = GetComponent<Inventory>();
bool HasKey = (Inv.GetItemCount(doorInTheWay.key.ItemID) > 0);
Debug.Log("Key: "+doorInTheWay.key.ItemID);
if (HasKey == false) {
StopMovingForSeconds(1f);
HasKey = (Inv.GetItemCount(doorInTheWay.key.ItemID) > 0);
}
if (Inv.HasItem(doorInTheWay.key)){
openThisDoor();
}
} else {
openThisDoor();
}
}
}
}
}
private void openThisDoor() {
m_Anim.CrossFade("OpenDoor", 0.1f);
doorInTheWay.ForceOpenCrossFade();
StopMovingForSeconds(doorInTheWay.anim["Open"].length);
}
#region Overrides
public override void OnDialogueStarts(GameObject target)
{
base.OnDialogueStarts(target);
// Stop the AI
DisableMovements();
// Rotate Towards Target
}
public override void OnDialogueEnds(GameObject target)
{
base.OnDialogueEnds(target);
//Release the AI
EnableMovements();
// Return to do what you were doing
}
public override void Die()
{
DisableMovements();
agent.enabled = false;
DisablePhysicalCollider();
DisableInteractableCollider();
if(aiLookAt)
aiLookAt.isEnabled = false;
base.Die();
}
#endregion
#if UNITY_EDITOR
public virtual void OnDrawGizmos()
{
if (!usesMovements)
return;
if (generalDebug)
{
switch(tLinkObstacleAvoidancePrecision)
{
case TLinkObstacleAvoidancePrecision.Full:
Gizmos.color = (leftOccupied ? Color.red : Color.green);
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up / 3.0f), transform.TransformDirection(Vector3.forward * 2 + Vector3.left * leftRightOpeningMult));
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up * 2.0f), transform.TransformDirection(Vector3.forward * 2 + Vector3.left * leftRightOpeningMult));
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up * 1.45f), transform.TransformDirection(Vector3.forward * 2 + Vector3.left * leftRightOpeningMult));
Gizmos.color = (forwardOccupied ? Color.red : Color.green);
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up / 3.0f), transform.TransformDirection(Vector3.forward * 2));
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up * 1.45f), transform.TransformDirection(Vector3.forward * 2));
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up * 2.0f), transform.TransformDirection(Vector3.forward * 2));
Gizmos.color = (rightOccupied ? Color.red : Color.green);
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up / 3.0f), transform.TransformDirection(Vector3.forward * 2 + Vector3.right * leftRightOpeningMult));
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up * 1.45f), transform.TransformDirection(Vector3.forward * 2 + Vector3.right * leftRightOpeningMult));
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up * 2.0f), transform.TransformDirection(Vector3.forward * 2 + Vector3.right * leftRightOpeningMult));
break;
case TLinkObstacleAvoidancePrecision.Good:
Gizmos.color = (leftOccupied ? Color.red : Color.green);
Gizmos.color = (leftOccupied ? Color.red : Color.green);
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up / 3.0f), transform.TransformDirection(Vector3.forward * 2 + Vector3.left * leftRightOpeningMult));
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up * 1.45f), transform.TransformDirection(Vector3.forward * 2 + Vector3.left * leftRightOpeningMult));
Gizmos.color = (forwardOccupied ? Color.red : Color.green);
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up / 3.0f), transform.TransformDirection(Vector3.forward * 2));
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up * 1.45f), transform.TransformDirection(Vector3.forward * 2));
Gizmos.color = (rightOccupied ? Color.red : Color.green);
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up / 3.0f), transform.TransformDirection(Vector3.forward * 2 + Vector3.right * leftRightOpeningMult));
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up * 1.45f), transform.TransformDirection(Vector3.forward * 2 + Vector3.right * leftRightOpeningMult));
break;
case TLinkObstacleAvoidancePrecision.Minimum:
Gizmos.color = (leftOccupied ? Color.red : Color.green);
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up / 3.0f), transform.TransformDirection(Vector3.forward * 2 + Vector3.left * leftRightOpeningMult));
Gizmos.color = (forwardOccupied ? Color.red : Color.green);
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up / 3.0f), transform.TransformDirection(Vector3.forward * 2));
Gizmos.color = (rightOccupied ? Color.red : Color.green);
GizmosExtension.ArrowForGizmo(transform.position + (Vector3.up / 3.0f), transform.TransformDirection(Vector3.forward * 2 + Vector3.right * leftRightOpeningMult));
break;
case TLinkObstacleAvoidancePrecision.Null:
break;
}
if(shouldFollowTargetVector)
{
Gizmos.color = Color.white;
Gizmos.DrawWireCube(targetVector, new Vector3(.8f, .8f, .8f));
GUIStyle style = new GUIStyle();
style.normal.textColor = Color.red;
Handles.Label(targetVector, "R", style);
}
// Ground check
Gizmos.color = Color.white;
if(agent != null)
GizmosExtension.ArrowForGizmo(agent.transform.position + Vector3.up, Vector3.down);
}
if (debugPath)
{
if (navmeshPath != null)
{
Gizmos.color = Color.green;
for (int i = 0; i < navmeshPath.corners.Length - 1; i++)
Gizmos.DrawLine(navmeshPath.corners[i], navmeshPath.corners[i + 1]);
Gizmos.color = Color.gray;
for (int i = 0; i < navmeshPath.corners.Length; i++)
Handles.Label(navmeshPath.corners[i], new GUIContent(i.ToString()));
}
}
}
#endif
}
}