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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Movement
{
[TaskDescription("Flock around the scene 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}FlockIcon.png")]
public class Flock : NavMeshGroupMovement
{
[Tooltip("Agents less than this distance apart are neighbors")]
public SharedFloat neighborDistance = 100;
[Tooltip("How far the agent should look ahead when determine its pathfinding destination")]
public SharedFloat lookAheadDistance = 5;
[Tooltip("The greater the alignmentWeight is the more likely it is that the agents will be facing the same direction")]
public SharedFloat alignmentWeight = 0.4f;
[Tooltip("The greater the cohesionWeight is the more likely it is that the agents will be moving towards a common position")]
public SharedFloat cohesionWeight = 0.5f;
[Tooltip("The greater the separationWeight is the more likely it is that the agents will be separated")]
public SharedFloat separationWeight = 0.6f;
// The agents will always be flocking so always return running
public override TaskStatus OnUpdate()
{
// Determine a destination for each agent
for (int i = 0; i < agents.Length; ++i) {
Vector3 alignment, cohesion, separation;
// determineFlockAttributes will determine which direction to head, which common position to move toward, and how far apart each agent is from one another,
DetermineFlockParameters(i, out alignment, out cohesion, out separation);
// Weigh each parameter to give one more of an influence than another
var velocity = alignment * alignmentWeight.Value + cohesion * cohesionWeight.Value + separation * separationWeight.Value;
// Set the destination based on the velocity multiplied by the look ahead distance
if (!SetDestination(i, transforms[i].position + velocity * lookAheadDistance.Value)) {
// Go the opposite direction if the destination is invalid
velocity *= -1;
SetDestination(i, transforms[i].position + velocity * lookAheadDistance.Value);
}
}
return TaskStatus.Running;
}
// Determine the three flock parameters: alignment, cohesion, and separation.
// Alignment: determines which direction to move
// Cohesion: Determines a common position to move towards
// Separation: Determines how far apart the agent is from all other agents
private void DetermineFlockParameters(int index, out Vector3 alignment, out Vector3 cohesion, out Vector3 separation)
{
alignment = cohesion = separation = Vector3.zero;
int neighborCount = 0;
var agentPosition = transforms[index].position;
// Loop through each agent to determine the alignment, cohesion, and separation
for (int i = 0; i < agents.Length; ++i) {
// The agent can't compare against itself
if (index != i) {
var position = transforms[i].position;
// Only determine the parameters if the other agent is its neighbor
if (Vector3.Magnitude(position - agentPosition) < neighborDistance.Value) {
// This agent is the neighbor of the original agent so add the alignment, cohesion, and separation
alignment += Velocity(i);
cohesion += position;
separation += position - agentPosition;
neighborCount++;
}
}
}
// Don't move if there are no neighbors
if (neighborCount == 0) {
return;
}
// Normalize all of the values
alignment = (alignment / neighborCount).normalized;
cohesion = ((cohesion / neighborCount) - agentPosition).normalized;
separation = ((separation / neighborCount) * -1).normalized;
}
// Reset the public variables
public override void OnReset()
{
base.OnReset();
neighborDistance = 100;
lookAheadDistance = 5;
alignmentWeight = 0.4f;
cohesionWeight = 0.5f;
separationWeight = 0.6f;
}
}
}