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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Movement
{
[TaskDescription("Evade the target specified using the Unity NavMesh.")]
[TaskCategory("Movement")]
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-movement-pack/")]
[TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}EvadeIcon.png")]
public class Evade : NavMeshMovement
{
[Tooltip("The agent has evaded when the magnitude is greater than this value")]
public SharedFloat evadeDistance = 10;
[Tooltip("The distance to look ahead when evading")]
public SharedFloat lookAheadDistance = 5;
[Tooltip("How far to predict the distance ahead of the target. Lower values indicate less distance should be predicated")]
public SharedFloat targetDistPrediction = 20;
[Tooltip("Multiplier for predicting the look ahead distance")]
public SharedFloat targetDistPredictionMult = 20;
[Tooltip("The GameObject that the agent is evading")]
public SharedGameObject target;
// The position of the target at the last frame
private Vector3 targetPosition;
public override void OnStart()
{
base.OnStart();
targetPosition = target.Value.transform.position;
SetDestination(Target());
}
// Evade from the target. Return success once the agent has fleed the target by moving far enough away from it
// Return running if the agent is still fleeing
public override TaskStatus OnUpdate()
{
if (Vector3.Magnitude(transform.position - target.Value.transform.position) > evadeDistance.Value) {
return TaskStatus.Success;
}
SetDestination(Target());
return TaskStatus.Running;
}
// Evade in the opposite direction
private Vector3 Target()
{
// Calculate the current distance to the target and the current speed
var distance = (target.Value.transform.position - transform.position).magnitude;
var speed = Velocity().magnitude;
float futurePrediction = 0;
// Set the future prediction to max prediction if the speed is too small to give an accurate prediction
if (speed <= distance / targetDistPrediction.Value) {
futurePrediction = targetDistPrediction.Value;
} else {
futurePrediction = (distance / speed) * targetDistPredictionMult.Value; // the prediction should be accurate enough
}
// Predict the future by taking the velocity of the target and multiply it by the future prediction
var prevTargetPosition = targetPosition;
targetPosition = target.Value.transform.position;
var position = targetPosition + (targetPosition - prevTargetPosition) * futurePrediction;
return transform.position + (transform.position - position).normalized * lookAheadDistance.Value;
}
// Reset the public variables
public override void OnReset()
{
base.OnReset();
evadeDistance = 10;
lookAheadDistance = 5;
targetDistPrediction = 20;
targetDistPredictionMult = 20;
target = null;
}
}
}