ZeroVR/ZeroPacientVR/Assets/CodeRespawn/DungeonArchitect/Scripts/Modules/Navigation2D/SharpNav/DungeonNavAgent2D.cs

222 lines
5.8 KiB
C#

//$ Copyright 2015-22, Code Respawn Technologies Pvt Ltd - All Rights Reserved $//
using UnityEngine;
using SharpNav.Crowds;
namespace DungeonArchitect.Navigation {
public class DungeonNavAgent2D : DungeonNavAgent {
public float radius = 0.5f;
public float height = 1f;
public float maxAcceleration = 8;
public float maxSpeed = 3f;
public float collisionQueryRange = 4;
public float pathOptimizationRange = 15;
public float separationWeight = 3;
public Vector2 navAgentCollisionOffset;
// No. of updates per second
public float updateFrequency = 2;
int agentId;
DungeonNavMesh navMesh;
Rigidbody2D rigidBody2D;
bool running = true;
Vector3 previousDirection = Vector3.zero;
public DungeonNavMesh NavMesh {
get {
return navMesh;
}
}
Vector3 destination;
SharpNav.Crowds.Agent agent;
public override Vector3 Destination {
get {
return destination;
}
set { destination = value; }
}
public override Vector3 Velocity {
get {
if (agent == null) return Vector3.zero;
return ToV3(agent.Vel);
}
set {
agent.Vel = ToSV3(value);
}
}
public override Vector3 Direction {
get {
return previousDirection;
}
}
public float DesiredSpeed {
get {
if (agent == null) return 0;
return agent.DesiredSpeed;
}
}
Vector3 _debugNavDest = Vector3.zero;
void OnDrawGizmosSelected() {
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(destination, 0.1f);
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(FlipYZ(_debugNavDest), 0.1f);
if (agent != null) {
Gizmos.color = Color.red;
Gizmos.DrawWireSphere(FlipYZ(ToV3(agent.Position)), radius);
}
}
Vector3 FlipYZ(Vector3 v) {
return new Vector3(v.x, v.z, v.y);
}
void Awake() {
rigidBody2D = GetComponent<Rigidbody2D>();
if (rigidBody2D == null) {
Debug.LogWarning("Rigid Body 2D not assigned to nav agent game object");
}
}
// Use this for initialization
void Start () {
//transform.position = FlipYZ(transform.position);
navMesh = GameObject.FindObjectOfType<DungeonNavMesh>();
if (navMesh == null || navMesh.NavMeshQuery == null)
{
Debug.LogWarning("Cannot build initialize dungeon navigation agent. No dungeon navigation object found in the scene. Drop in the DungeonNavigation prefab into the scene");
}
else {
// Place the player on the nearest valid nav mesh polygon
PositionOnNearestNavMesh();
var agentParams = new SharpNav.Crowds.AgentParams();
agentParams.Radius = radius;
agentParams.Height = height;
agentParams.MaxAcceleration = maxAcceleration;
agentParams.MaxSpeed = maxSpeed;
agentParams.CollisionQueryRange = collisionQueryRange;
agentParams.PathOptimizationRange = pathOptimizationRange;
agentParams.SeparationWeight = separationWeight;
agentParams.UpdateFlags = UpdateFlags.Separation | UpdateFlags.OptimizeTopo;
var position = ActorPosition3D + new Vector3(navAgentCollisionOffset.x, 0, navAgentCollisionOffset.y);
var sposition = ToSV3(position);
if (navMesh.Crowd == null) {
Debug.Log ("Navmesh not initialized properly. Crowd is null");
return;
}
agentId = navMesh.Crowd.AddAgent(sposition, agentParams);
if (agentId >= 0) {
agent = navMesh.Crowd.GetAgent(agentId);
} else {
Debug.Log ("Cannot create crowd nav agent");
}
}
}
Vector3 ActorPosition3DX {
get { return (transform.position); }
set {
transform.position = value;
}
}
Vector3 ActorPosition3D {
get { return FlipYZ(transform.position); }
set {
var flipped = FlipYZ (value);
flipped.z = 0;
transform.position = flipped;
}
}
void PositionOnNearestNavMesh() {
var navPoint = navMesh.NavMeshQuery.FindNearestPoly(ToSV3(ActorPosition3D), ToSV3(Vector3.one * 6));
ActorPosition3D = ToV3 (navPoint.Position);
}
public static SharpNav.Geometry.Vector3 ToSV3(Vector3 v) {
return new SharpNav.Geometry.Vector3(v.x, v.y, v.z);
}
public static Vector3 ToV3(SharpNav.Geometry.Vector3 v) {
return new Vector3(v.X, v.Y, v.Z);
}
public override void Stop() {
if (agent != null) {
var navPoint = navMesh.NavMeshQuery.FindNearestPoly(agent.Position, ToSV3(Vector3.one * 4));
agent.Reset (navPoint.Polygon, navPoint.Position);
}
rigidBody2D.velocity = Vector2.zero;
running = false;
}
public override void Resume() {
running = true;
}
void Update() {
}
public override float GetRemainingDistance() {
if (agent == null) return 0;
var direction = (ToV3(agent.TargetPosition) - ActorPosition3D);
direction.y = 0;
return direction.magnitude;
}
// Update is called once per frame
void FixedUpdate() {
// Move the player towards the destination
if (running && agent != null) {
// Move the character using unity's physics
// Reset the position of the character to the nav agent's position if they are too far away
{
var resetDistanceThreshold = 4;
var distanceToNavAgent = (ActorPosition3D - ToV3(agent.Position)).magnitude;
if (distanceToNavAgent > resetDistanceThreshold) {
ActorPosition3D = ToV3(agent.Position);
}
}
{
var svelocity = agent.Vel;
var velocity = ToV3 (svelocity);
rigidBody2D.velocity = FlipYZ(velocity);
if (velocity.sqrMagnitude > 0.01f) {
previousDirection = velocity.normalized;
}
}
try {
// Move the nav agent
var navPoint = navMesh.NavMeshQuery.FindNearestPoly(ToSV3(ActorPosition3D), ToSV3(Vector3.one * 2));
agent.Position = navPoint.Position;
navPoint = navMesh.NavMeshQuery.FindNearestPoly(ToSV3(FlipYZ(destination)), ToSV3(Vector3.one * 2));
agent.RequestMoveTarget(navPoint.Polygon, navPoint.Position);
_debugNavDest = ToV3 (navPoint.Position);
} catch(System.Exception) {
//Debug.Log(e);
}
}
}
}
}