172 lines
6.8 KiB
C#
172 lines
6.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
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namespace SciFiShipController
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{
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/// <summary>
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/// Executes a simple state machine for determining which state a "patrol" AI should be in.
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/// This is only sample to demonstrate how API calls could be used in your own code.
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/// </summary>
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[AddComponentMenu("Sci-Fi Ship Controller/Samples/Patrol AI")]
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[HelpURL("http://scsmmedia.com/ssc-documentation")]
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[RequireComponent(typeof(ShipAIInputModule))]
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public class SamplePatrol : MonoBehaviour
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{
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#region Public Variables
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/// <summary>
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/// The enemy ship this AI ship should patrol for.
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/// </summary>
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public ShipControlModule enemyShip;
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/// <summary>
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/// The name of the path this AI should patrol.
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/// </summary>
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public string pathName = "Path Name Here";
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/// <summary>
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/// The maximum distance at which this AI ship can "see" the enemy ship.
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/// </summary>
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public float FOVDistance = 250f;
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/// <summary>
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/// The maximum angle (in the field of view) at which this AI ship can "see" the enemy ship.
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/// </summary>
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public float FOVAngle = 120f;
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/// <summary>
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/// The maximum time of losing visual contact with the enemy ship before this AI ship returns to patrolling.
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/// </summary>
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public float contactLostTime = 10f;
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#endregion
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#region Private Variables
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private float contactLostTimer = 0f;
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private ShipAIInputModule shipAIInputModule;
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private SSCManager sscManager;
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private PathData patrolPath;
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private RaycastHit hitInfo;
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private int lastPatrolPathIndex = 0;
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#endregion
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#region Initialise Methods
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void Awake()
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{
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// Get a reference to the ship AI input module attached to this gameobject
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shipAIInputModule = GetComponent<ShipAIInputModule>();
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// Initialise the ship AI (if it hasn't been initialised already)
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shipAIInputModule.Initialise();
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// Get a reference to the Ship Controller Manager instance
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sscManager = SSCManager.GetOrCreateManager();
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// Find the Path
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patrolPath = sscManager.GetPath(pathName);
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#if UNITY_EDITOR
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if (patrolPath == null) { Debug.Log("SamplePatrol: Path not found: " + pathName); }
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#endif
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// Initialise the AI in the "move to" state
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shipAIInputModule.SetState(AIState.moveToStateID);
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shipAIInputModule.AssignTargetPath(patrolPath);
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}
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#endregion
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#region Update Methods
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// Update is called once per frame
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void Update()
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{
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// First check which state the AI is currently in
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int currentStateID = shipAIInputModule.GetState();
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if (currentStateID == AIState.moveToStateID)
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{
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// We are currently in the "move to" state - patrolling the given path
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// If we see the enemy ship, switch to the dogfight state, and set the enemy ship as the target
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if (EnemyShipAlive() && EnemyShipVisible())
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{
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shipAIInputModule.SetState(AIState.dogfightStateID);
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shipAIInputModule.AssignTargetShip(enemyShip);
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contactLostTimer = 0f;
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// Remember the last patrol path index
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lastPatrolPathIndex = shipAIInputModule.GetCurrentTargetPathLocationIndex();
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}
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}
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else if (currentStateID == AIState.dogfightStateID)
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{
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// We are currently in the "dogfight" state - attacking the enemy ship
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// If we lose sight of the enemy, increment the lost contact timer
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if (!EnemyShipVisible()) { contactLostTimer += Time.deltaTime; }
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else { contactLostTimer = 0f; }
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// If the enemy ship is destroyed or we lose sight of it for a given amount of time, switch back to
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// the move to state to continue patrolling, and set the patrol path as the target
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//if (!EnemyShipAlive() || contactLostTimer > contactLostTime)
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if (shipAIInputModule.HasCompletedStateAction() || contactLostTimer > contactLostTime)
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{
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shipAIInputModule.SetState(AIState.moveToStateID);
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shipAIInputModule.AssignTargetPath(patrolPath);
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// Set the current target path location index to the index we were at
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// when we last stopped following the patrol path
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shipAIInputModule.SetCurrentTargetPathLocationIndex(lastPatrolPathIndex, 0f);
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}
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}
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else
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{
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// We are not in one of the above states, hence we are not in the state we are supposed to be in
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// Change to the move to state and continue patrolling
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shipAIInputModule.SetState(AIState.moveToStateID);
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shipAIInputModule.AssignTargetPath(patrolPath);
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}
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}
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#endregion
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#region Public Member Methods
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/// <summary>
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/// Returns true if the enemy ship is alive.
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/// </summary>
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/// <returns></returns>
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public bool EnemyShipAlive ()
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{
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return enemyShip == null ? false : !enemyShip.shipInstance.Destroyed();
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}
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/// <summary>
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/// Returns true if the enemy ship is visible to this ship.
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/// </summary>
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/// <returns></returns>
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public bool EnemyShipVisible ()
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{
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// Check that the enemy ship is within the FOV distance
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Vector3 toEnemyShipVector = enemyShip.transform.position - transform.position;
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float sqrDistToEnemyShip = toEnemyShipVector.sqrMagnitude;
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if (sqrDistToEnemyShip < FOVDistance * FOVDistance)
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{
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// Check that the enemy ship is within the FOV angle
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float distToEnemyShip = Mathf.Sqrt(sqrDistToEnemyShip);
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if (Mathf.Acos(Vector3.Dot(transform.forward, toEnemyShipVector) / distToEnemyShip) < FOVAngle * Mathf.Deg2Rad / 2f)
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{
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// Check that there aren't any obstacles obstructing the ship from view
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if (Physics.Linecast(transform.position, enemyShip.transform.position, out hitInfo))
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{
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return (hitInfo.rigidbody != null && hitInfo.rigidbody.gameObject == enemyShip.gameObject);
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}
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else { return true; }
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}
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else { return false; }
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}
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else { return false; }
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}
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#endregion
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}
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}
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