Implement enemy spawning and following waypoints
This commit is contained in:
27
Assets/Scripts/Components/AnimatorComponent.cs
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27
Assets/Scripts/Components/AnimatorComponent.cs
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@@ -0,0 +1,27 @@
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using Sirenix.OdinInspector;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[RequireComponent(typeof(Animator))]
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public class AnimatorComponent : MonoBehaviour
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{
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[SerializeField]
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[ReadOnly]
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private Animator animator;
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[SerializeField]
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[ReadOnly]
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private float velocity;
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private void Awake()
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{
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animator = GetComponent<Animator>();
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}
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public void UpdateVelocity(float velocity)
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{
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this.velocity = velocity;
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animator.SetFloat("Velocity", velocity);
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}
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}
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11
Assets/Scripts/Components/AnimatorComponent.cs.meta
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11
Assets/Scripts/Components/AnimatorComponent.cs.meta
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@@ -0,0 +1,11 @@
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@@ -7,6 +7,11 @@ using UnityEngine.EventSystems;
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public class HealthComponent : MonoBehaviour
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{
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[SerializeField]
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[Required]
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[OnValueChanged("Setup")]
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private Enemy enemy;
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[ReadOnly]
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[SerializeField]
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private int health;
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@@ -20,7 +25,7 @@ public class HealthComponent : MonoBehaviour
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[Button]
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public void Setup()
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{
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health = 100;
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health = enemy.health;
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isDead = false;
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}
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76
Assets/Scripts/Components/NavMeshComponent.cs
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76
Assets/Scripts/Components/NavMeshComponent.cs
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@@ -0,0 +1,76 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Sirenix.OdinInspector;
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using UnityEngine.AI;
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using UnityEngine.Events;
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[RequireComponent(typeof(NavMeshAgent))]
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public class NavMeshComponent : MonoBehaviour
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{
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[SerializeField]
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[ReadOnly]
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public int currentWaypointIndex = 0;
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[SerializeField]
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[ReadOnly]
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public WaypointsGroup waypointGroup;
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[SerializeField]
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[ReadOnly]
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private NavMeshAgent agent;
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[SerializeField]
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private UnityEvent<float> onVelocityChanged;
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private void Awake()
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{
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agent = GetComponent<NavMeshAgent>();
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}
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public void MoveTo(WaypointsGroup waypointGroup)
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{
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this.waypointGroup = waypointGroup;
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MoveToNext();
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}
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private void MoveToNext()
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{
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currentWaypointIndex++;
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agent.destination = waypointGroup.waypoints[currentWaypointIndex]
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.GetPosition();
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}
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private void Update()
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{
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var velocity = agent.velocity.magnitude / agent.speed;
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onVelocityChanged.Invoke(velocity);
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if (waypointGroup == null)
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return;
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if (ReachedDestinationOrGaveUp())
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{
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if (currentWaypointIndex != waypointGroup.waypoints.Count - 1)
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{
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MoveToNext();
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}
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}
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}
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private bool ReachedDestinationOrGaveUp()
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{
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if (agent.pathPending)
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return false;
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if (agent.remainingDistance > agent.stoppingDistance)
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return false;
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if (!(!agent.hasPath || agent.velocity.sqrMagnitude == 0f))
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return false;
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return true;
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}
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}
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11
Assets/Scripts/Components/NavMeshComponent.cs.meta
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11
Assets/Scripts/Components/NavMeshComponent.cs.meta
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@@ -0,0 +1,11 @@
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14
Assets/Scripts/Components/SpawnComponent.cs
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14
Assets/Scripts/Components/SpawnComponent.cs
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@@ -0,0 +1,14 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SpawnComponent : MonoBehaviour
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{
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public void Spawn(SpawnInformation info)
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{
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var gameObject = Instantiate(info.prefab, transform);
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gameObject.transform.position = info.position;
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gameObject.name = info.prefab.name;
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info.onSpawned.Invoke(gameObject);
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}
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}
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11
Assets/Scripts/Components/SpawnComponent.cs.meta
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11
Assets/Scripts/Components/SpawnComponent.cs.meta
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@@ -0,0 +1,11 @@
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12
Assets/Scripts/Data/Enemy.cs
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12
Assets/Scripts/Data/Enemy.cs
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@@ -0,0 +1,12 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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[CreateAssetMenu(fileName = "Enemy", menuName = "Data/Enemy")]
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public class Enemy : ScriptableObject
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{
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[SerializeField]
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public int health;
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}
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11
Assets/Scripts/Data/Enemy.cs.meta
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11
Assets/Scripts/Data/Enemy.cs.meta
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@@ -0,0 +1,11 @@
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11
Assets/Scripts/Data/Level.cs
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11
Assets/Scripts/Data/Level.cs
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@@ -0,0 +1,11 @@
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using Sirenix.OdinInspector;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "Level", menuName = "Data/Level")]
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public class Level : ScriptableObject
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{
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[SerializeField]
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public Wave[] waves = new Wave[0];
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}
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11
Assets/Scripts/Data/Level.cs.meta
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11
Assets/Scripts/Data/Level.cs.meta
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27
Assets/Scripts/Data/SpawnInformation.cs
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27
Assets/Scripts/Data/SpawnInformation.cs
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@@ -0,0 +1,27 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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public class SpawnInformation
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{
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[SerializeField]
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public GameObject prefab;
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[SerializeField]
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public Vector3 position;
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[SerializeField]
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public Action<GameObject> onSpawned;
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public SpawnInformation(
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GameObject prefab,
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Vector3 position,
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Action<GameObject> onSpawned)
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{
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this.prefab = prefab;
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this.position = position;
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this.onSpawned = onSpawned;
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}
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}
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11
Assets/Scripts/Data/SpawnInformation.cs.meta
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11
Assets/Scripts/Data/SpawnInformation.cs.meta
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@@ -0,0 +1,11 @@
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26
Assets/Scripts/Data/Wave.cs
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26
Assets/Scripts/Data/Wave.cs
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@@ -0,0 +1,26 @@
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using Sirenix.OdinInspector;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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public class Wave
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{
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[HorizontalGroup("Split", width: 130)]
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[VerticalGroup("Split/Left")]
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[Title("Time To Next Wave")]
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[HideLabel]
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[SerializeField]
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public float timeToNextWave = 60;
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[Title("Time To Next Group")]
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[HideLabel]
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[VerticalGroup("Split/Left")]
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[SerializeField]
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public float timeToNextGroup = 1;
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[VerticalGroup("Split/Right")]
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[SerializeField]
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public WaveGroup[] groups = new WaveGroup[0];
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}
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11
Assets/Scripts/Data/Wave.cs.meta
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11
Assets/Scripts/Data/Wave.cs.meta
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35
Assets/Scripts/Data/WaveGroup.cs
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35
Assets/Scripts/Data/WaveGroup.cs
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@@ -0,0 +1,35 @@
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using Sirenix.OdinInspector;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[Serializable]
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public class WaveGroup
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{
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[SerializeField]
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[AssetsOnly]
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[Required]
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public GameObject prefab;
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[SerializeField]
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[Range(1, 30)]
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public int count = 1;
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[SerializeField]
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[Range(0, 30)]
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[LabelText("Time to next")]
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public float timeToNext = 1;
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//[LabelText("1")]
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//[HorizontalGroup(Title = "Waypoint group")]
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//public bool inWaypointGroup1;
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//[LabelText("2")]
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//[HorizontalGroup]
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//public bool inWaypointGroup2;
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//[LabelText("3")]
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//[HorizontalGroup]
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//public bool inWaypointGroup3;
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}
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11
Assets/Scripts/Data/WaveGroup.cs.meta
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11
Assets/Scripts/Data/WaveGroup.cs.meta
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8
Assets/Scripts/Managers.meta
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8
Assets/Scripts/Managers.meta
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83
Assets/Scripts/Managers/WaveManager.cs
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83
Assets/Scripts/Managers/WaveManager.cs
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@@ -0,0 +1,83 @@
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using Sirenix.OdinInspector;
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using Sirenix.Utilities;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Events;
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public class WaveManager : MonoBehaviour
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{
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[SerializeField]
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private Level level;
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[SerializeField]
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[ReadOnly]
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private int currentWaveIndex = -1;
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private Wave currentWave {
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get { return level.waves[currentWaveIndex]; }
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}
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[SerializeField]
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[ReadOnly]
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private bool waveInProgress = false;
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private bool isLastWave {
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get { return currentWaveIndex == level.waves.Length - 1; }
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}
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public UnityEvent<SpawnInformation> spawnEnemy;
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[SerializeField]
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[ReadOnly]
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private WaypointsGroup[] waypointGroups;
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[DisableInEditorMode]
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[Button]
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private void StartNextWave()
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{
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if (waypointGroups.IsNullOrEmpty())
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{
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Debug.LogWarning("No waypoint groups set in wave manager");
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return;
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}
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if (waveInProgress) return;
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if (isLastWave) return;
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currentWaveIndex++;
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waveInProgress = true;
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StartCoroutine(SpawnWave());
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}
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private void Start()
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{
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waypointGroups = GetComponentsInChildren<WaypointsGroup>();
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StartNextWave();
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}
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private IEnumerator SpawnWave()
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{
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foreach (var spawn in currentWave.groups)
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{
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for (var i = 0; i < spawn.count; i++)
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{
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spawnEnemy.Invoke(new(spawn.prefab, transform.position, (enemy) =>
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{
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var agent = enemy.GetComponent<NavMeshComponent>();
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agent.MoveTo(waypointGroups.First());
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}));
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yield return new WaitForSeconds(spawn.timeToNext);
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}
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yield return new WaitForSeconds(currentWave.timeToNextGroup);
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}
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}
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}
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11
Assets/Scripts/Managers/WaveManager.cs.meta
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11
Assets/Scripts/Managers/WaveManager.cs.meta
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8
Assets/Scripts/Waypoints.meta
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Assets/Scripts/Waypoints.meta
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8
Assets/Scripts/Waypoints/Editor.meta
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Assets/Scripts/Waypoints/Editor.meta
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232
Assets/Scripts/Waypoints/Editor/WaypointsGroupEditor.cs
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Assets/Scripts/Waypoints/Editor/WaypointsGroupEditor.cs
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@@ -0,0 +1,232 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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||||
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||||
[CustomEditor(typeof(WaypointsGroup))]
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||||
public class WaypointsGroupEditor : Editor
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||||
{
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||||
WaypointsGroup waypointsGroup;
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||||
List<Waypoint> waypoints;
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||||
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||||
Waypoint selectedWaypoint = null;
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||||
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||||
private void OnEnable()
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{
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waypointsGroup = target as WaypointsGroup;
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||||
waypoints = waypointsGroup.GetWaypointChildren();
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||||
}
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||||
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||||
private void OnSceneGUI()
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||||
{
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||||
DrawWaypoints(waypoints );
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||||
}
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||||
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||||
override public void OnInspectorGUI()
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||||
{
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||||
base.OnInspectorGUI();
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||||
EditorGUILayout.BeginVertical();
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|
||||
EditorGUILayout.LabelField("Waypoints");
|
||||
|
||||
bool dorepaint = false;
|
||||
|
||||
|
||||
if (waypoints != null)
|
||||
{
|
||||
|
||||
|
||||
|
||||
int delIndex = -1;
|
||||
for (int cnt = 0; cnt < waypoints.Count; cnt++)
|
||||
{
|
||||
Color guiColor = GUI.color;
|
||||
|
||||
Waypoint cwp = waypoints[cnt];
|
||||
|
||||
if (cwp == selectedWaypoint)
|
||||
GUI.color = Color.green;
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("S", GUILayout.Width(20)))
|
||||
{
|
||||
if(selectedWaypoint == cwp)
|
||||
{
|
||||
selectedWaypoint = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
selectedWaypoint = cwp;
|
||||
}
|
||||
|
||||
dorepaint = true;
|
||||
|
||||
}
|
||||
|
||||
EditorGUI.BeginChangeCheck();
|
||||
Vector3 oldV = cwp.GetPosition(waypointsGroup.XYZConstraint);
|
||||
Vector3 newV = EditorGUILayout.Vector3Field("", oldV);
|
||||
if(EditorGUI.EndChangeCheck())
|
||||
{
|
||||
Undo.RecordObject(waypointsGroup, "Waypoint Moved");
|
||||
cwp.UpdatePosition(newV - oldV, waypointsGroup.XYZConstraint);
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (GUILayout.Button("D", GUILayout.Width(25)))
|
||||
{
|
||||
delIndex = cnt;
|
||||
dorepaint = true;
|
||||
|
||||
}
|
||||
GUI.color = guiColor;
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
}
|
||||
|
||||
if (delIndex > -1)
|
||||
{
|
||||
if (waypoints[delIndex] == selectedWaypoint)
|
||||
selectedWaypoint = null;
|
||||
waypoints.RemoveAt(delIndex);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (GUILayout.Button("Add"))
|
||||
{
|
||||
Undo.RecordObject(waypointsGroup, "Waypoint Added");
|
||||
int ndx = -1;
|
||||
if(selectedWaypoint != null)
|
||||
{
|
||||
ndx = waypoints.IndexOf(selectedWaypoint);
|
||||
if (ndx == -1)
|
||||
selectedWaypoint = null;
|
||||
else
|
||||
ndx += 1;
|
||||
}
|
||||
|
||||
|
||||
Waypoint wp = new Waypoint();
|
||||
wp.CopyOther(selectedWaypoint);
|
||||
waypointsGroup.AddWaypoint(wp, ndx);
|
||||
selectedWaypoint = wp;
|
||||
dorepaint = true;
|
||||
|
||||
}
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
if (dorepaint)
|
||||
{
|
||||
SceneView.RepaintAll();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void DrawWaypoints(List<Waypoint> waypoints)
|
||||
{
|
||||
bool doRepaint = false;
|
||||
if (waypoints != null)
|
||||
{
|
||||
|
||||
int cnt = 0;
|
||||
foreach (Waypoint wp in waypoints)
|
||||
{
|
||||
doRepaint |= DrawInScene(wp);
|
||||
|
||||
// Draw a pointer line
|
||||
if(cnt < waypoints.Count-1)
|
||||
{
|
||||
Waypoint wpnext = waypoints[cnt+1];
|
||||
Handles.DrawLine(wp.GetPosition(waypointsGroup.XYZConstraint), wpnext.GetPosition(waypointsGroup.XYZConstraint));
|
||||
}
|
||||
else
|
||||
{
|
||||
Waypoint wpnext = waypoints[0];
|
||||
Color c = Handles.color;
|
||||
Handles.color = Color.gray;
|
||||
Handles.DrawLine(wp.GetPosition(waypointsGroup.XYZConstraint), wpnext.GetPosition(waypointsGroup.XYZConstraint));
|
||||
Handles.color = c;
|
||||
}
|
||||
cnt += 1;
|
||||
}
|
||||
}
|
||||
if(doRepaint)
|
||||
{
|
||||
Repaint();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
public bool DrawInScene(Waypoint waypoint, int controlID = -1)
|
||||
{
|
||||
if (waypoint == null)
|
||||
{
|
||||
Debug.Log("NO WP!");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool doRepaint = false;
|
||||
//None serialized field, gets "lost" during serailize updates;
|
||||
waypoint.SetWaypointGroup(waypointsGroup);
|
||||
|
||||
|
||||
|
||||
if (selectedWaypoint == waypoint)
|
||||
{
|
||||
Color c = Handles.color;
|
||||
Handles.color = Color.green;
|
||||
|
||||
//Vector3 newPos = Handles.FreeMoveHandle(waypoint.GetPosition(), waypoint.rotation, 1.0f, Vector3.zero, Handles.SphereHandleCap);
|
||||
EditorGUI.BeginChangeCheck();
|
||||
Vector3 oldpos = waypoint.GetPosition(waypointsGroup.XYZConstraint);
|
||||
Vector3 newPos = Handles.PositionHandle(oldpos, waypoint.rotation);
|
||||
|
||||
float handleSize = HandleUtility.GetHandleSize(newPos);
|
||||
|
||||
Handles.SphereHandleCap(-1, newPos, waypoint.rotation, 0.25f * handleSize, EventType.Repaint);
|
||||
if (EditorGUI.EndChangeCheck())
|
||||
{
|
||||
Undo.RecordObject(waypointsGroup, "Waypoint Moved");
|
||||
waypoint.UpdatePosition(newPos - oldpos, waypointsGroup.XYZConstraint);
|
||||
}
|
||||
|
||||
Handles.color = c;
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 currPos = waypoint.GetPosition(waypointsGroup.XYZConstraint);
|
||||
float handleSize = HandleUtility.GetHandleSize(currPos);
|
||||
if (Handles.Button(currPos, waypoint.rotation, 0.25f * handleSize, 0.25f * handleSize, Handles.SphereHandleCap))
|
||||
{
|
||||
doRepaint = true;
|
||||
selectedWaypoint = waypoint;
|
||||
}
|
||||
|
||||
}
|
||||
return doRepaint;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Menu item for creating a waypoints group
|
||||
[MenuItem("GameObject/WaypointsFree/Create WaypointsGroup")]
|
||||
public static void CreateRFPathManager()
|
||||
{
|
||||
GameObject go = new GameObject("WaypointsGroup");
|
||||
go.AddComponent<WaypointsGroup>();
|
||||
// Select it:
|
||||
Selection.activeGameObject = go;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
11
Assets/Scripts/Waypoints/Editor/WaypointsGroupEditor.cs.meta
Normal file
11
Assets/Scripts/Waypoints/Editor/WaypointsGroupEditor.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 08bf8998ce77c2245ba5d8436ec723b2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
141
Assets/Scripts/Waypoints/Waypoint.cs
Normal file
141
Assets/Scripts/Waypoints/Waypoint.cs
Normal file
@@ -0,0 +1,141 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public enum PositionConstraint
|
||||
{
|
||||
XYZ, // 3D
|
||||
XY, // 2D
|
||||
XZ // 2D
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Traversal direction for list of waypoints (in the WaypointpointsGroup)
|
||||
/// </summary>
|
||||
public enum TravelDirection
|
||||
{
|
||||
FORWARD, // 0 to Length-1
|
||||
REVERSE // Length-1 to 0
|
||||
}
|
||||
public enum EndpointBehavior
|
||||
{
|
||||
STOP, // Movement stops when end position reached
|
||||
LOOP, // Movement loops back to first position
|
||||
PINGPONG, // Reverse direction through the the positions list
|
||||
}
|
||||
public enum MoveType
|
||||
{
|
||||
LERP, // Uses the MoveLerpSimple function to update transform position
|
||||
FORWARD_TRANSLATE // uses MoveForwardToNext function to translate position - ROTATION DEPENDENT!
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Waypoint class - managed through the WaypointGroups editor
|
||||
///
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class Waypoint
|
||||
{
|
||||
// OFFSET position to parent WaypointsGroup;
|
||||
// Use GETPOSITION to read properly (as it depends on the PositionConstraint of the WaypointGroup parent)
|
||||
public Vector3 position;
|
||||
|
||||
[HideInInspector]
|
||||
public Quaternion rotation = Quaternion.identity;
|
||||
|
||||
[SerializeField]
|
||||
[HideInInspector]
|
||||
Vector3 xyzPosition; // OFFSET position to parent WaypointsGroup
|
||||
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
Vector3 xyPosition; // OFFSET position to parent WaypointsGroup
|
||||
|
||||
[HideInInspector]
|
||||
[SerializeField]
|
||||
Vector3 xzPosition; // OFFSET position to parent WaypointsGroup
|
||||
|
||||
WaypointsGroup wpGroup;
|
||||
|
||||
|
||||
public Vector3 XY
|
||||
{
|
||||
get { return xyPosition; }
|
||||
}
|
||||
|
||||
public Vector3 XYZ
|
||||
{
|
||||
get { return xyzPosition; }
|
||||
}
|
||||
public Vector3 XZ
|
||||
{
|
||||
get { return xzPosition; }
|
||||
}
|
||||
|
||||
|
||||
public void SetWaypointGroup(WaypointsGroup wpg)
|
||||
{
|
||||
wpGroup = wpg;
|
||||
}
|
||||
|
||||
public void CopyOther(Waypoint other)
|
||||
{
|
||||
if (other == null) return;
|
||||
|
||||
xyPosition = other.XY;
|
||||
xzPosition = other.XZ;
|
||||
xyzPosition = other.XYZ;
|
||||
|
||||
Debug.Log(other.XYZ);
|
||||
Debug.Log(xyzPosition);
|
||||
}
|
||||
|
||||
public Vector3 GetPosition(PositionConstraint constraint=PositionConstraint.XYZ)
|
||||
{
|
||||
if(wpGroup != null)
|
||||
{
|
||||
constraint = wpGroup.XYZConstraint;
|
||||
}
|
||||
|
||||
if (constraint == PositionConstraint.XY)
|
||||
position = xyPosition;
|
||||
else if (constraint == PositionConstraint.XZ)
|
||||
position = xzPosition;
|
||||
else
|
||||
position = xyzPosition;
|
||||
|
||||
if (wpGroup != null)
|
||||
return wpGroup.transform.position + position;
|
||||
else
|
||||
return position;
|
||||
}
|
||||
|
||||
public void UpdatePosition( Vector3 newPos, PositionConstraint constraint )
|
||||
{
|
||||
|
||||
xyPosition.x += newPos.x;
|
||||
xzPosition.x += newPos.x;
|
||||
xyzPosition.x += newPos.x;
|
||||
|
||||
if(constraint == PositionConstraint.XY)
|
||||
{
|
||||
xyzPosition.y += newPos.y;
|
||||
xyPosition.y += newPos.y;
|
||||
}
|
||||
else if(constraint == PositionConstraint.XZ)
|
||||
{
|
||||
xzPosition.z += newPos.z;
|
||||
xyzPosition.z += newPos.z;
|
||||
}
|
||||
else if(constraint == PositionConstraint.XYZ)
|
||||
{
|
||||
xyzPosition.y += newPos.y;
|
||||
xyzPosition.z += newPos.z;
|
||||
|
||||
xyPosition.y += newPos.y;
|
||||
xzPosition.z += newPos.z;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/Scripts/Waypoints/Waypoint.cs.meta
Normal file
11
Assets/Scripts/Waypoints/Waypoint.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 524ba8ae70727da4283498854cea1ca8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
62
Assets/Scripts/Waypoints/WaypointsGroup.cs
Normal file
62
Assets/Scripts/Waypoints/WaypointsGroup.cs
Normal file
@@ -0,0 +1,62 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class WaypointsGroup : MonoBehaviour
|
||||
{
|
||||
public PositionConstraint XYZConstraint = PositionConstraint.XYZ;
|
||||
[HideInInspector]
|
||||
public List<Waypoint> waypoints; // The waypoint components controlled by this WaypointsGroupl IMMEDIATE children only
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if(waypoints != null)
|
||||
{
|
||||
foreach (Waypoint wp in waypoints)
|
||||
wp.SetWaypointGroup(this);
|
||||
}
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a list of Waypoints; resets the parent transform if reparent == true
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public List<Waypoint> GetWaypointChildren(bool reparent = true)
|
||||
{
|
||||
if (waypoints == null)
|
||||
waypoints = new List<Waypoint>();
|
||||
|
||||
if(reparent == true)
|
||||
{
|
||||
foreach (Waypoint wp in waypoints)
|
||||
wp.SetWaypointGroup(this);
|
||||
}
|
||||
|
||||
|
||||
return waypoints;
|
||||
}
|
||||
|
||||
|
||||
public void AddWaypoint(Waypoint wp, int ndx = -1)
|
||||
{
|
||||
if (waypoints == null) waypoints = new List<Waypoint>();
|
||||
if (ndx == -1)
|
||||
waypoints.Add(wp);
|
||||
else
|
||||
waypoints.Insert(ndx, wp);
|
||||
wp.SetWaypointGroup(this);
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/Scripts/Waypoints/WaypointsGroup.cs.meta
Normal file
11
Assets/Scripts/Waypoints/WaypointsGroup.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2c9625c5b7836584397b59b00907d6dc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
369
Assets/Scripts/Waypoints/WaypointsTraveler.cs
Normal file
369
Assets/Scripts/Waypoints/WaypointsTraveler.cs
Normal file
@@ -0,0 +1,369 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class WaypointsTraveler : MonoBehaviour
|
||||
{
|
||||
[Tooltip("WaypointsGroup gameobject containing the waypoints to travel.")]
|
||||
public WaypointsGroup Waypoints = null;
|
||||
|
||||
[Tooltip("Movement and look-at constraints.")]
|
||||
public PositionConstraint XYZConstraint = PositionConstraint.XYZ;
|
||||
|
||||
|
||||
[Tooltip("Auto-start movement if true.")]
|
||||
public bool AutoStart = false;
|
||||
|
||||
//[Range(0,float.MaxValue)]
|
||||
public float MoveSpeed = 5.0f;
|
||||
|
||||
//[Range(0, float.MaxValue)]
|
||||
public float LookAtSpeed = 3.0f;
|
||||
|
||||
[Tooltip("Starts movement from the position vector at this index. Dependent upon StartTravelDirection!")]
|
||||
public int StartIndex = 0;
|
||||
|
||||
|
||||
[Tooltip("Immediately move starting position to postion at StartIndex.")]
|
||||
public bool AutoPositionAtStart = true;
|
||||
|
||||
[Tooltip("Initial direction of travel through the positions list.")]
|
||||
public TravelDirection StartTravelDirection = TravelDirection.FORWARD;
|
||||
|
||||
[Tooltip("Movement behavior to apply when last postion reached.")]
|
||||
public EndpointBehavior EndReachedBehavior = EndpointBehavior.LOOP;
|
||||
|
||||
[Tooltip("Movement function type")]
|
||||
public MoveType StartingMovementType = MoveType.LERP;
|
||||
|
||||
|
||||
public bool IsMoving
|
||||
{
|
||||
get { return isMoving; }
|
||||
}
|
||||
|
||||
delegate bool MovementFunction ();
|
||||
MovementFunction moveFunc = null;
|
||||
|
||||
|
||||
|
||||
int positionIndex = -1; // Index of the next waypoint to move toward
|
||||
List<Waypoint> waypointsList; //Reference to the list of waypoints located in Waypoints
|
||||
|
||||
|
||||
Vector3 nextPosition; // The next position to travel to.
|
||||
Vector3 startPosition;
|
||||
Vector3 destinationPosition;
|
||||
|
||||
float distanceToNextWaypoint;
|
||||
float distanceTraveled = 0;
|
||||
float timeTraveled = 0;
|
||||
|
||||
int travelIndexCounter = 1;
|
||||
|
||||
bool isMoving = false; // Movement on/off
|
||||
|
||||
|
||||
|
||||
Vector3 positionOriginal;
|
||||
Quaternion rotationOriginal;
|
||||
float moveSpeedOriginal = 0;
|
||||
float lookAtSpeedOriginal = 0;
|
||||
|
||||
|
||||
|
||||
public void ResetTraveler()
|
||||
{
|
||||
transform.position = positionOriginal;
|
||||
transform.rotation = rotationOriginal;
|
||||
|
||||
MoveSpeed = moveSpeedOriginal;
|
||||
LookAtSpeed = lookAtSpeedOriginal;
|
||||
|
||||
|
||||
StartAtIndex(StartIndex, AutoPositionAtStart);
|
||||
SetNextPosition();
|
||||
travelIndexCounter = StartTravelDirection == TravelDirection.REVERSE ? -1 : 1;
|
||||
|
||||
if (StartingMovementType == MoveType.LERP)
|
||||
moveFunc = MoveLerpSimple;
|
||||
else if (StartingMovementType == MoveType.FORWARD_TRANSLATE)
|
||||
moveFunc = MoveForwardToNext;
|
||||
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
moveSpeedOriginal = MoveSpeed;
|
||||
lookAtSpeedOriginal = LookAtSpeed;
|
||||
|
||||
positionOriginal = transform.position;
|
||||
rotationOriginal = transform.rotation;
|
||||
|
||||
ResetTraveler();
|
||||
|
||||
Move( AutoStart );
|
||||
|
||||
}
|
||||
|
||||
public void Move(bool tf)
|
||||
{
|
||||
isMoving = tf;
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
if (Waypoints != null)
|
||||
{
|
||||
waypointsList = Waypoints.waypoints;
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (isMoving == true && moveFunc != null)
|
||||
{
|
||||
bool arrivedAtDestination = false;
|
||||
|
||||
// Call the delegate Movement Function...
|
||||
arrivedAtDestination = moveFunc();
|
||||
|
||||
if (arrivedAtDestination == true)
|
||||
{
|
||||
SetNextPosition();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setup the list of positions to follow
|
||||
/// </summary>
|
||||
/// <param name="positionsList">List of Vector3s indicating move-to locations</param>
|
||||
public void SetWaypointsGroup(WaypointsGroup newGroup)
|
||||
{
|
||||
Waypoints = newGroup;
|
||||
waypointsList = null;
|
||||
if(newGroup != null)
|
||||
{
|
||||
waypointsList = newGroup.waypoints;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Sets the position to beging moving toward; if autpAupdatePostion is true, then start
|
||||
/// at that index-related position immediately.
|
||||
/// </summary>
|
||||
/// <param name="ndx"></param>
|
||||
/// <param name="autoUpdatePosition"></param>
|
||||
void StartAtIndex(int ndx, bool autoUpdatePosition = true)
|
||||
{
|
||||
if (StartTravelDirection == TravelDirection.REVERSE)
|
||||
ndx = waypointsList.Count - ndx - 1;
|
||||
|
||||
ndx = Mathf.Clamp(ndx, 0, waypointsList.Count - 1);
|
||||
positionIndex = ndx - 1;
|
||||
if (autoUpdatePosition)
|
||||
{
|
||||
transform.position = waypointsList[ndx].GetPosition();
|
||||
if(LookAtSpeed > 0)
|
||||
{
|
||||
if (StartTravelDirection == TravelDirection.REVERSE)
|
||||
{
|
||||
ndx -= 1;
|
||||
if (ndx < 0) ndx = waypointsList.Count - 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
ndx += 1;
|
||||
if (ndx >= waypointsList.Count)
|
||||
ndx = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
Waypoint wp = waypointsList[ndx];
|
||||
Vector3 wpPos = wp.GetPosition();
|
||||
Vector3 worldUp = Vector3.forward;
|
||||
|
||||
transform.LookAt(wpPos, worldUp);
|
||||
*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Fetch the next waypoint position in the waypoints list
|
||||
/// Depending on Endpoint behavior, ping pong, loop, or stop.
|
||||
/// - Stop : Stops movement at the endpoint
|
||||
/// - Ping Pong: reverses traveseral of the Waypoint Positions list
|
||||
/// - Loop : Resets the index to 0; restarting at the first waypoint
|
||||
/// </summary>
|
||||
void SetNextPosition()
|
||||
{
|
||||
int posCount = waypointsList.Count;
|
||||
if (posCount > 0)
|
||||
{
|
||||
|
||||
// Reached the endpoint; determing what do do next
|
||||
if( (positionIndex == 0 && travelIndexCounter < 0) || (positionIndex == posCount - 1 && travelIndexCounter > 0))
|
||||
{
|
||||
// Stop moving when an endpoint is reached
|
||||
if(EndReachedBehavior == EndpointBehavior.STOP)
|
||||
{
|
||||
isMoving = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Continue movement, but reverse direction
|
||||
else if(EndReachedBehavior == EndpointBehavior.PINGPONG)
|
||||
{
|
||||
travelIndexCounter = -travelIndexCounter;
|
||||
}
|
||||
|
||||
// General Loop (default)
|
||||
else if (EndReachedBehavior == EndpointBehavior.LOOP)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
positionIndex += travelIndexCounter;
|
||||
|
||||
if (positionIndex >= posCount)
|
||||
positionIndex = 0;
|
||||
else if (positionIndex < 0)
|
||||
positionIndex = posCount - 1;
|
||||
|
||||
|
||||
nextPosition = waypointsList[positionIndex].GetPosition();
|
||||
if (XYZConstraint == PositionConstraint.XY)
|
||||
{
|
||||
nextPosition.z = transform.position.z;
|
||||
}
|
||||
else if (XYZConstraint == PositionConstraint.XZ)
|
||||
{
|
||||
nextPosition.y = transform.position.y;
|
||||
}
|
||||
|
||||
ResetMovementValues();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset movement metrics based on the current transform postion and the next waypoint.
|
||||
/// </summary>
|
||||
void ResetMovementValues()
|
||||
{
|
||||
// Update current position, distance, and start time -- used in Update to move the transform
|
||||
startPosition = transform.position;
|
||||
destinationPosition = nextPosition;
|
||||
distanceToNextWaypoint = Vector3.Distance(startPosition, destinationPosition);
|
||||
distanceTraveled = 0;
|
||||
timeTraveled = 0;
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Uses a Vector3 Lerp function to update the gameobject's transform position.
|
||||
/// MoveSpeed needs to be > 0
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
bool MoveLerpSimple()
|
||||
{
|
||||
if (MoveSpeed < 0)
|
||||
MoveSpeed = 0;
|
||||
|
||||
timeTraveled += Time.deltaTime;
|
||||
distanceTraveled += Time.deltaTime * MoveSpeed;
|
||||
float fracAmount = distanceTraveled / distanceToNextWaypoint;
|
||||
transform.position = Vector3.Lerp(startPosition, destinationPosition, fracAmount);
|
||||
// set LookAt speed to 0 if no rotation toward the destination is desired.
|
||||
UpdateLookAtRotation();
|
||||
return fracAmount >= 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Translates the waypoint traveler using the forward direction. Note that "forward" is dependent
|
||||
/// upon the directional/position constraint.
|
||||
/// - XYZ: Vector3.forward
|
||||
/// - XY : Vector3.up
|
||||
/// - XZ : Vector3.right
|
||||
///
|
||||
/// -- When using this method of translation, LOOKATSPEED must be > 0.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
bool MoveForwardToNext()
|
||||
{
|
||||
if (MoveSpeed < 0)
|
||||
MoveSpeed = 0;
|
||||
|
||||
float rate = Time.deltaTime * MoveSpeed;
|
||||
float distance = Vector3.Distance(transform.position, destinationPosition);
|
||||
if (distance < rate)
|
||||
{
|
||||
transform.position = destinationPosition;
|
||||
return true;
|
||||
}
|
||||
|
||||
// If lookatspeed is 0, then set it to max; this method of movement requires
|
||||
// the gameobject transform to be looking toward it's destination
|
||||
if (LookAtSpeed <= 0) LookAtSpeed = float.MaxValue;
|
||||
|
||||
UpdateLookAtRotation();
|
||||
|
||||
Vector3 moveDir = Vector3.forward;
|
||||
if (XYZConstraint == PositionConstraint.XY)
|
||||
{
|
||||
moveDir = Vector3.up;
|
||||
}
|
||||
|
||||
transform.Translate(moveDir * rate);
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotate the traveler to "look" at the next waypoint.
|
||||
/// Note: When using the FORWARD_TRANSLATE movement mode, LookAtSpeed is always > 0
|
||||
/// </summary>
|
||||
void UpdateLookAtRotation()
|
||||
{
|
||||
// LookatSpeed is 0; no rotating...
|
||||
if (LookAtSpeed <= 0) return;
|
||||
|
||||
float step = LookAtSpeed * Time.deltaTime;
|
||||
Vector3 targetDir = nextPosition - transform.position;
|
||||
|
||||
|
||||
if (XYZConstraint == PositionConstraint.XY)
|
||||
{
|
||||
float angle = Mathf.Atan2(targetDir.y, targetDir.x) * Mathf.Rad2Deg - 90;
|
||||
Quaternion qt = Quaternion.AngleAxis(angle, Vector3.forward);
|
||||
transform.rotation = Quaternion.RotateTowards(transform.rotation, qt, step);
|
||||
}
|
||||
|
||||
else if (XYZConstraint == PositionConstraint.XZ)
|
||||
{
|
||||
float angle = Mathf.Atan2(targetDir.x, targetDir.z) * Mathf.Rad2Deg;
|
||||
Quaternion qt = Quaternion.AngleAxis(angle, Vector3.up);
|
||||
transform.rotation = Quaternion.RotateTowards(transform.rotation, qt, step);
|
||||
}
|
||||
else
|
||||
{
|
||||
Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0f);
|
||||
// Move our position a step closer to the target.
|
||||
transform.rotation = Quaternion.LookRotation(newDir);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
11
Assets/Scripts/Waypoints/WaypointsTraveler.cs.meta
Normal file
11
Assets/Scripts/Waypoints/WaypointsTraveler.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4650cc3407a19a941a6c01a1ddbc876c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user