1 using System;
2 using
UnityEngine;
3 using
Random = UnityEngine.Random;
4
5     
[RequireComponent(typeof(Motor))]
6     
public class CarAI : MonoBehaviour
7     {
8
9         
private timer tim;
10
11         
private bool enab = true;
12
13         
public enum BrakeCondition
14         {
15             NeverBrake,
// the car simply accelerates at full throttle all the time.
16             TargetDirectionDifference,
// the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners.
17             TargetDistance,
// the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to
18             
// head for a stationary target and come to rest when it arrives there.
19         }
20
21         
// This script provides input to the car controller in the same way that the user control script does.
22         
// As such, it is really 'driving' the car, with no special physics or animation tricks to make the car behave properly.
23
24         
// "wandering" is used to give the cars a more human, less robotic feel. They can waver slightly
25         
// in speed and direction while driving towards their target.
26
27         
[SerializeField]
28         
[Range(0, 1)]
29         
private float m_CautiousSpeedFactor = 0.05f; // percentage of max speed to use when being maximally cautious
30         
[SerializeField]
31         
[Range(0, 180)]
32         
private float m_CautiousMaxAngle = 50f; // angle of approaching corner to treat as warranting maximum caution
33         
[SerializeField]
34         
private float m_CautiousMaxDistance = 100f; // distance at which distance-based cautiousness begins
35         
[SerializeField]
36         
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!)
37         
[SerializeField]
38         
private float m_SteerSensitivity = 0.05f; // how sensitively the AI uses steering input to turn to the desired direction
39         
[SerializeField]
40         
private float m_AccelSensitivity = 0.04f; // How sensitively the AI uses the accelerator to reach the current desired speed
41         
[SerializeField]
42         
private float m_BrakeSensitivity = 1f; // How sensitively the AI uses the brake to reach the current desired speed
43         
[SerializeField]
44         
private float m_LateralWanderDistance = 3f; // how far the car will wander laterally towards its target
45         
[SerializeField]
46         
private float m_LateralWanderSpeed = 0.1f; // how fast the lateral wandering will fluctuate
47         
[SerializeField]
48         
[Range(0, 1)]
49         
private float m_AccelWanderAmount = 0.1f; // how much the cars acceleration will wander
50         
[SerializeField]
51         
private float m_AccelWanderSpeed = 0.1f; // how fast the cars acceleration wandering will fluctuate
52         
[SerializeField]
53         
private BrakeCondition m_BrakeCondition = BrakeCondition.TargetDistance; // what should the AI consider when accelerating/braking?
54         
[SerializeField]
55         
private bool m_Driving; // whether the AI is currently actively driving or stopped.
56         
[SerializeField]
57         
private Transform m_Target; // 'target' the target object to aim for.
58         
[SerializeField]
59         
private bool m_StopWhenTargetReached; // should we stop driving when we reach the target?
60         
[SerializeField]
61         
private float m_ReachTargetThreshold = 2; // proximity to target to consider we 'reached' it, and stop driving.
62
63         
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)
64         
public Motor m_CarController; // Reference to actual car controller we are controlling
65         
private float m_AvoidOtherCarTime; // time until which to avoid the car we recently collided with
66         
private float m_AvoidOtherCarSlowdown; // how much to slow down due to colliding with another car, whilst avoiding
67         
private float m_AvoidPathOffset; // direction (-1 or 1) in which to offset path to avoid other car, whilst avoiding
68         
private Rigidbody m_Rigidbody;
69
70         
public float desiredSpeed;
71
72
73         
private void Awake()
74         {
75             
// get the car controller reference
76             m_CarController = GetComponent<Motor>();
77
78             
// give the random perlin a random value
79             m_RandomPerlin = Random.
value * 100;
80
81             m_Rigidbody = GetComponent<Rigidbody>();
82             tim = transform.root.GetComponentInChildren<timer>();
83         }
84
85
86         
private void FixedUpdate()
87         {
88             
if (m_Target == null || !m_Driving || !enab || !tim.startrace)
89             {
90                 
// Car should not be moving,
91                 
// use handbrake to stop
92                 m_CarController.Move(
0, 0, 1f, 1f);
93             }
94             
else
95             {
96                 Vector3 fwd = transform.forward;
97                 
if (m_Rigidbody.velocity.magnitude > m_CarController.MaxSpeed * 0.1f)
98                 {
99                     fwd = m_Rigidbody.velocity;
100                 }
101
102                 desiredSpeed = m_CarController.MaxSpeed;
103
104                 
// now it's time to decide if we should be slowing down...
105                 
switch (m_BrakeCondition)
106                 {
107                     
case BrakeCondition.TargetDirectionDifference:
108                         {
109                             
// the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners.
110
111                             
// check out the angle of our target compared to the current direction of the car
112                             
float approachingCornerAngle = Vector3.Angle(m_Target.forward, fwd);
113
114                             
// also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle
115                             
float spinningAngle = m_Rigidbody.angularVelocity.magnitude * m_CautiousAngularVelocityFactor;
116
117                             
// if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount
118                             
float cautiousnessRequired = Mathf.InverseLerp(0, m_CautiousMaxAngle,
119                                                                            Mathf.Max(spinningAngle,
120                                                                                      approachingCornerAngle));
121                             desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed * m_CautiousSpeedFactor,
122                                                       cautiousnessRequired);
123                             
break;
124                         }
125
126                     
case BrakeCondition.TargetDistance:
127                         {
128                             
// the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to
129                             
// head for a stationary target and come to rest when it arrives there.
130
131                             
// check out the distance to target
132                             Vector3 delta = m_Target.position - transform.position;
133                             
float distanceCautiousFactor = Mathf.InverseLerp(m_CautiousMaxDistance, 0, delta.magnitude);
134
135                             
// also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle
136                             
float spinningAngle = m_Rigidbody.angularVelocity.magnitude * m_CautiousAngularVelocityFactor;
137
138                             
// if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount
139                             
float cautiousnessRequired = Mathf.Max(
140                                 Mathf.InverseLerp(
0, m_CautiousMaxAngle, spinningAngle), distanceCautiousFactor);
141                             desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed * m_CautiousSpeedFactor,
142                                                       cautiousnessRequired);
143                             
break;
144                         }
145
146                     
case BrakeCondition.NeverBrake:
147                         
break;
148                 }
149
150                 
// Evasive action due to collision with other cars:
151
152                 
// our target position starts off as the 'real' target position
153                 Vector3 offsetTargetPos = m_Target.position;
154
155                 
// if are we currently taking evasive action to prevent being stuck against another car:
156                 
if (Time.time < m_AvoidOtherCarTime)
157                 {
158                     
// slow down if necessary (if we were behind the other car when collision occured)
159                     desiredSpeed *= m_AvoidOtherCarSlowdown;
160
161                     
// and veer towards the side of our path-to-target that is away from the other car
162                     offsetTargetPos += m_Target.right * m_AvoidPathOffset;
163                 }
164                 
else
165                 {
166                     
// no need for evasive action, we can just wander across the path-to-target in a random way,
167                     
// which can help prevent AI from seeming too uniform and robotic in their driving
168                     offsetTargetPos += m_Target.right *
169                                        (Mathf.PerlinNoise(Time.time * m_LateralWanderSpeed, m_RandomPerlin) *
2 - 1) *
170                                        m_LateralWanderDistance;
171                 }
172
173                 
// use different sensitivity depending on whether accelerating or braking:
174                 
float accelBrakeSensitivity = (desiredSpeed < m_CarController.CurrentSpeed)
175                                                   ? m_BrakeSensitivity
176                                                   : m_AccelSensitivity;
177
178                 
// decide the actual amount of accel/brake input to achieve desired speed.
179                 
float accel = Mathf.Clamp((desiredSpeed - m_CarController.CurrentSpeed) * accelBrakeSensitivity, -1, 1);
180
181                 
// add acceleration 'wander', which also prevents AI from seeming too uniform and robotic in their driving
182                 
// i.e. increasing the accel wander amount can introduce jostling and bumps between AI cars in a race
183                 accel *= (
1 - m_AccelWanderAmount) +
184                          (Mathf.PerlinNoise(Time.time * m_AccelWanderSpeed, m_RandomPerlin) * m_AccelWanderAmount);
185
186                 
// calculate the local-relative position of the target, to steer towards
187                 Vector3 localTarget = transform.InverseTransformPoint(offsetTargetPos);
188
189                 
// work out the local angle towards the target
190                 
float targetAngle = Mathf.Atan2(localTarget.x, localTarget.z) * Mathf.Rad2Deg;
191
192                 
// get the amount of steering needed to aim the car towards the target
193                 
float steer = Mathf.Clamp(targetAngle * m_SteerSensitivity, -1, 1) * Mathf.Sign(m_CarController.CurrentSpeed);
194
195                 
// feed input to the car controller.
196                 m_CarController.Move(steer, accel,
0f, 0f);
197
198                 
// if appropriate, stop driving when we're close enough to the target.
199                 
if (m_StopWhenTargetReached && localTarget.magnitude < m_ReachTargetThreshold)
200                 {
201                     m_Driving =
false;
202                 }
203             }
204         }
205
206
207         
private void OnCollisionStay(Collision col)
208         {
209             
// detect collision against other cars, so that we can take evasive action
210             
if (col.rigidbody != null)
211             {
212                 
var otherAI = col.rigidbody.GetComponent<Motor>();
213                 
if (otherAI != null)
214                 {
215                     
// we'll take evasive action for 1 second
216                     m_AvoidOtherCarTime = Time.time +
1;
217
218                     
// but who's in front?...
219                     
if (Vector3.Angle(transform.forward, otherAI.transform.position - transform.position) < 90)
220                     {
221                         
// the other ai is in front, so it is only good manners that we ought to brake...
222                         m_AvoidOtherCarSlowdown =
0.5f;
223                     }
224                     
else
225                     {
226                         
// we're in front! ain't slowing down for anybody...
227                         m_AvoidOtherCarSlowdown =
1;
228                     }
229
230                     
// both cars should take evasive action by driving along an offset from the path centre,
231                     
// away from the other car
232                     
var otherCarLocalDelta = transform.InverseTransformPoint(otherAI.transform.position);
233                     
float otherCarAngle = Mathf.Atan2(otherCarLocalDelta.x, otherCarLocalDelta.z);
234                     m_AvoidPathOffset = m_LateralWanderDistance * -Mathf.Sign(otherCarAngle);
235                 }
236             }
237         }
238
239
240         
public void SetTarget(Transform target)
241         {
242             m_Target = target;
243             m_Driving =
true;
244         }
245
246         
public void finished()
247         {
248             enab =
false;
249         }
250
251     }


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