A* Pathfinding Project
3.7.3
The A* Pathfinding Project for Unity 3D
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AI controller specifically made for the spider robot. More...
AI controller specifically made for the spider robot.
The spider robot (or mine-bot) which is got from the Unity Example Project can have this script attached to be able to pathfind around with animations working properly.
This script should be attached to a parent GameObject however since the original bot has Z+ as up. This component requires Z+ to be forward and Y+ to be up.
It overrides the AIPath class, see that class's documentation for more information on most variables.
Animation is handled by this component. The Animation component refered to in anim should have animations named "awake" and "forward". The forward animation will have it's speed modified by the velocity and scaled by animationSpeed to adjust it to look good. The awake animation will only be sampled at the end frame and will not play.
When the end of path is reached, if the endOfPathEffect is not null, it will be instantiated at the current position. However a check will be done so that it won't spawn effects too close to the previous spawn-point.
Public Member Functions | |
override Vector3 | GetFeetPosition () |
override void | OnTargetReached () |
Called when the end of path has been reached. | |
new void | Start () |
Starts searching for paths. | |
Public Member Functions inherited from AIPath | |
void | OnDisable () |
virtual void | OnPathComplete (Path _p) |
Called when a requested path has finished calculation. | |
virtual void | SearchPath () |
Requests a path to the target. | |
float | TrySearchPath () |
Tries to search for a path. | |
Public Attributes | |
Animation | anim |
Animation component. | |
float | animationSpeed = 0.2F |
Speed relative to velocity with which to play animations. | |
GameObject | endOfPathEffect |
Effect which will be instantiated when end of path is reached. | |
float | sleepVelocity = 0.4F |
Minimum velocity for moving. | |
Public Attributes inherited from AIPath | |
bool | canMove = true |
Enables or disables movement. | |
bool | canSearch = true |
Enables or disables searching for paths. | |
bool | closestOnPathCheck = true |
Do a closest point on path check when receiving path callback. | |
float | endReachedDistance = 0.2F |
Distance to the end point to consider the end of path to be reached. | |
float | forwardLook = 1 |
Target point is Interpolated on the current segment in the path so that it has a distance of forwardLook from the AI. | |
float | pickNextWaypointDist = 2 |
Determines within what range it will switch to target the next waypoint in the path. | |
float | repathRate = 0.5F |
Determines how often it will search for new paths. | |
float | slowdownDistance = 0.6F |
Distance from the target point where the AI will start to slow down. | |
float | speed = 3 |
Maximum velocity. | |
Transform | target |
Target to move towards. | |
float | turningSpeed = 5 |
Rotation speed. | |
Protected Member Functions | |
new void | Update () |
Protected Member Functions inherited from AIPath | |
virtual void | Awake () |
Initializes reference variables. | |
Vector3 | CalculateTargetPoint (Vector3 p, Vector3 a, Vector3 b) |
Calculates target point from the current line segment. | |
Vector3 | CalculateVelocity (Vector3 currentPosition) |
Calculates desired velocity. | |
virtual void | OnEnable () |
Run at start and when reenabled. | |
IEnumerator | RepeatTrySearchPath () |
Tries to search for a path every repathRate seconds. | |
virtual void | RotateTowards (Vector3 dir) |
Rotates in the specified direction. | |
float | XZSqrMagnitude (Vector3 a, Vector3 b) |
Protected Attributes | |
Vector3 | lastTarget |
Point for the last spawn of endOfPathEffect. | |
Protected Attributes inherited from AIPath | |
bool | canSearchAgain = true |
Only when the previous path has been returned should be search for a new path. | |
CharacterController | controller |
Cached CharacterController component. | |
int | currentWaypointIndex = 0 |
Current index in the path which is current target. | |
Vector3 | lastFoundWaypointPosition |
float | lastFoundWaypointTime = -9999 |
float | lastRepath = -9999 |
Time when the last path request was sent. | |
float | minMoveScale = 0.05F |
NavmeshController | navController |
Cached NavmeshController component. | |
Path | path |
Current path which is followed. | |
Rigidbody | rigid |
Cached Rigidbody component. | |
RVOController | rvoController |
Seeker | seeker |
Cached Seeker component. | |
Vector3 | targetDirection |
Relative direction to where the AI is heading. | |
Vector3 | targetPoint |
Point to where the AI is heading. | |
bool | targetReached = false |
Holds if the end-of-path is reached. | |
Transform | tr |
Cached Transform component. | |
Additional Inherited Members | |
Properties inherited from AIPath | |
bool | TargetReached [get] |
Returns if the end-of-path has been reached. | |
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virtual |
Reimplemented from AIPath.
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virtual |
Called when the end of path has been reached.
An effect (endOfPathEffect) is spawned when this function is called However, since paths are recalculated quite often, we only spawn the effect when the current position is some distance away from the previous spawn-point
Reimplemented from AIPath.
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virtual |
Starts searching for paths.
If you override this function you should in most cases call base.Start () at the start of it.
Reimplemented from AIPath.
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protectedvirtual |
Reimplemented from AIPath.
Animation anim |
Animation component.
Should hold animations "awake" and "forward"
float animationSpeed = 0.2F |
Speed relative to velocity with which to play animations.
GameObject endOfPathEffect |
Effect which will be instantiated when end of path is reached.
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protected |
Point for the last spawn of endOfPathEffect.
float sleepVelocity = 0.4F |
Minimum velocity for moving.