1 using System;
2 using UnityEngine;
3 using Random = UnityEngine.Random;
4
5 namespace UnityStandardAssets.Vehicles.Car
6 {
7 [RequireComponent(typeof (CarController))]
8 public class CarAIControl : MonoBehaviour
9 {
10 public enum BrakeCondition
11 {
12 NeverBrake, // the car simply accelerates at full throttle all the time.
13 TargetDirectionDifference, // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners.
14 TargetDistance, // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to
15 // head for a stationary target and come to rest when it arrives there.
16 }
17
18 // This script provides input to the car controller in the same way that the user control script does.
19 // As such, it is really 'driving' the car, with no special physics or animation tricks to make the car behave properly.
20
21 // "wandering" is used to give the cars a more human, less robotic feel. They can waver slightly
22 // in speed and direction while driving towards their target.
23
24 [SerializeField] [Range(0, 1)] private float m_CautiousSpeedFactor = 0.05f; // percentage of max speed to use when being maximally cautious
25 [SerializeField] [Range(0, 180)] private float m_CautiousMaxAngle = 50f; // angle of approaching corner to treat as warranting maximum caution
26 [SerializeField] private float m_CautiousMaxDistance = 100f; // distance at which distance-based cautiousness begins
27 [SerializeField] private float m_CautiousAngularVelocityFactor = 30f; // how cautious the AI should be when considering its own current angular velocity (i.e. easing off acceleration if spinning!)
28 [SerializeField] private float m_SteerSensitivity = 0.05f; // how sensitively the AI uses steering input to turn to the desired direction
29 [SerializeField] private float m_AccelSensitivity = 0.04f; // How sensitively the AI uses the accelerator to reach the current desired speed
30 [SerializeField] private float m_BrakeSensitivity = 1f; // How sensitively the AI uses the brake to reach the current desired speed
31 [SerializeField] private float m_LateralWanderDistance = 3f; // how far the car will wander laterally towards its target
32 [SerializeField] private float m_LateralWanderSpeed = 0.1f; // how fast the lateral wandering will fluctuate
33 [SerializeField] [Range(0, 1)] private float m_AccelWanderAmount = 0.1f; // how much the cars acceleration will wander
34 [SerializeField] private float m_AccelWanderSpeed = 0.1f; // how fast the cars acceleration wandering will fluctuate
35 [SerializeField] private BrakeCondition m_BrakeCondition = BrakeCondition.TargetDistance; // what should the AI consider when accelerating/braking?
36 [SerializeField] private bool m_Driving; // whether the AI is currently actively driving or stopped.
37 [SerializeField] private Transform m_Target; // 'target' the target object to aim for.
38 [SerializeField] private bool m_StopWhenTargetReached; // should we stop driving when we reach the target?
39 [SerializeField] private float m_ReachTargetThreshold = 2; // proximity to target to consider we 'reached' it, and stop driving.
40
41 private float m_RandomPerlin; // A random value for the car to base its wander on (so that AI cars don't all wander in the same pattern)
42 private CarController m_CarController; // Reference to actual car controller we are controlling
43 private float m_AvoidOtherCarTime; // time until which to avoid the car we recently collided with
44 private float m_AvoidOtherCarSlowdown; // how much to slow down due to colliding with another car, whilst avoiding
45 private float m_AvoidPathOffset; // direction (-1 or 1) in which to offset path to avoid other car, whilst avoiding
46 private Rigidbody m_Rigidbody;
47
48
49 private void Awake()
50 {
51 // get the car controller reference
52 m_CarController = GetComponent<CarController>();
53
54 // give the random perlin a random value
55 m_RandomPerlin = Random.value*100;
56
57 m_Rigidbody = GetComponent<Rigidbody>();
58 }
59
60
61 private void FixedUpdate()
62 {
63 if (m_Target == null || !m_Driving)
64 {
65 // Car should not be moving,
66 // use handbrake to stop
67 m_CarController.Move(0, 0, -1f, 1f);
68 }
69 else
70 {
71 Vector3 fwd = transform.forward;
72 if (m_Rigidbody.velocity.magnitude > m_CarController.MaxSpeed*0.1f)
73 {
74 fwd = m_Rigidbody.velocity;
75 }
76
77 float desiredSpeed = m_CarController.MaxSpeed;
78
79 // now it's time to decide if we should be slowing down...
80 switch (m_BrakeCondition)
81 {
82 case BrakeCondition.TargetDirectionDifference:
83 {
84 // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners.
85
86 // check out the angle of our target compared to the current direction of the car
87 float approachingCornerAngle = Vector3.Angle(m_Target.forward, fwd);
88
89 // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle
90 float spinningAngle = m_Rigidbody.angularVelocity.magnitude*m_CautiousAngularVelocityFactor;
91
92 // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount
93 float cautiousnessRequired = Mathf.InverseLerp(0, m_CautiousMaxAngle,
94 Mathf.Max(spinningAngle,
95 approachingCornerAngle));
96 desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed*m_CautiousSpeedFactor,
97 cautiousnessRequired);
98 break;
99 }
100
101 case BrakeCondition.TargetDistance:
102 {
103 // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to
104 // head for a stationary target and come to rest when it arrives there.
105
106 // check out the distance to target
107 Vector3 delta = m_Target.position - transform.position;
108 float distanceCautiousFactor = Mathf.InverseLerp(m_CautiousMaxDistance, 0, delta.magnitude);
109
110 // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle
111 float spinningAngle = m_Rigidbody.angularVelocity.magnitude*m_CautiousAngularVelocityFactor;
112
113 // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount
114 float cautiousnessRequired = Mathf.Max(
115 Mathf.InverseLerp(0, m_CautiousMaxAngle, spinningAngle), distanceCautiousFactor);
116 desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed*m_CautiousSpeedFactor,
117 cautiousnessRequired);
118 break;
119 }
120
121 case BrakeCondition.NeverBrake:
122 break;
123 }
124
125 // Evasive action due to collision with other cars:
126
127 // our target position starts off as the 'real' target position
128 Vector3 offsetTargetPos = m_Target.position;
129
130 // if are we currently taking evasive action to prevent being stuck against another car:
131 if (Time.time < m_AvoidOtherCarTime)
132 {
133 // slow down if necessary (if we were behind the other car when collision occured)
134 desiredSpeed *= m_AvoidOtherCarSlowdown;
135
136 // and veer towards the side of our path-to-target that is away from the other car
137 offsetTargetPos += m_Target.right*m_AvoidPathOffset;
138 }
139 else
140 {
141 // no need for evasive action, we can just wander across the path-to-target in a random way,
142 // which can help prevent AI from seeming too uniform and robotic in their driving
143 offsetTargetPos += m_Target.right*
144 (Mathf.PerlinNoise(Time.time*m_LateralWanderSpeed, m_RandomPerlin)*2 - 1)*
145 m_LateralWanderDistance;
146 }
147
148 // use different sensitivity depending on whether accelerating or braking:
149 float accelBrakeSensitivity = (desiredSpeed < m_CarController.CurrentSpeed)
150 ? m_BrakeSensitivity
151 : m_AccelSensitivity;
152
153 // decide the actual amount of accel/brake input to achieve desired speed.
154 float accel = Mathf.Clamp((desiredSpeed - m_CarController.CurrentSpeed)*accelBrakeSensitivity, -1, 1);
155
156 // add acceleration 'wander', which also prevents AI from seeming too uniform and robotic in their driving
157 // i.e. increasing the accel wander amount can introduce jostling and bumps between AI cars in a race
158 accel *= (1 - m_AccelWanderAmount) +
159 (Mathf.PerlinNoise(Time.time*m_AccelWanderSpeed, m_RandomPerlin)*m_AccelWanderAmount);
160
161 // calculate the local-relative position of the target, to steer towards
162 Vector3 localTarget = transform.InverseTransformPoint(offsetTargetPos);
163
164 // work out the local angle towards the target
165 float targetAngle = Mathf.Atan2(localTarget.x, localTarget.z)*Mathf.Rad2Deg;
166
167 // get the amount of steering needed to aim the car towards the target
168 float steer = Mathf.Clamp(targetAngle*m_SteerSensitivity, -1, 1)*Mathf.Sign(m_CarController.CurrentSpeed);
169
170 // feed input to the car controller.
171 m_CarController.Move(steer, accel, accel, 0f);
172
173 // if appropriate, stop driving when we're close enough to the target.
174 if (m_StopWhenTargetReached && localTarget.magnitude < m_ReachTargetThreshold)
175 {
176 m_Driving = false;
177 }
178 }
179 }
180
181
182 private void OnCollisionStay(Collision col)
183 {
184 // detect collision against other cars, so that we can take evasive action
185 if (col.rigidbody != null)
186 {
187 var otherAI = col.rigidbody.GetComponent<CarAIControl>();
188 if (otherAI != null)
189 {
190 // we'll take evasive action for 1 second
191 m_AvoidOtherCarTime = Time.time + 1;
192
193 // but who's in front?...
194 if (Vector3.Angle(transform.forward, otherAI.transform.position - transform.position) < 90)
195 {
196 // the other ai is in front, so it is only good manners that we ought to brake...
197 m_AvoidOtherCarSlowdown = 0.5f;
198 }
199 else
200 {
201 // we're in front! ain't slowing down for anybody...
202 m_AvoidOtherCarSlowdown = 1;
203 }
204
205 // both cars should take evasive action by driving along an offset from the path centre,
206 // away from the other car
207 var otherCarLocalDelta = transform.InverseTransformPoint(otherAI.transform.position);
208 float otherCarAngle = Mathf.Atan2(otherCarLocalDelta.x, otherCarLocalDelta.z);
209 m_AvoidPathOffset = m_LateralWanderDistance*-Mathf.Sign(otherCarAngle);
210 }
211 }
212 }
213
214
215 public void SetTarget(Transform target)
216 {
217 m_Target = target;
218 m_Driving = true;
219 }
220 }
221 }