A* Pathfinding Project
4.0.0
The A* Pathfinding Project for Unity 3D
|
AI for following paths. More...
AI for following paths.
This AI is the default movement script which comes with the A* Pathfinding Project. It is in no way required by the rest of the system, so feel free to write your own. But I hope this script will make it easier to set up movement for the characters in your game. This script works well for many types of units, but if you need the highest performance (for example if you are moving hundreds of characters) you may want to customize this script or write a custom movement script to be able to optimize it specifically for your game.
This script will try to follow a target transform. At regular intervals, the path to that target will be recalculated. It will in the Update method try to move towards the next point in the path. However it will only move in roughly forward direction (Z+ axis) of the character, but it will rotate around it's Y-axis to make it possible to reach the target.
In the inspector in Unity, you will see a bunch of variables. You can view detailed information further down, but here's a quick overview.
The repathRate determines how often it will search for new paths, if you have fast moving targets, you might want to set it to a lower value.
The target variable is where the AI will try to move, it can be a point on the ground where the player has clicked in an RTS for example. Or it can be the player object in a zombie game.
The speed is self-explanatory, so is rotationSpeed, however slowdownDistance might require some explanation. It is the approximate distance from the target where the AI will start to slow down.
pickNextWaypointDist is simply determines within what range it will switch to target the next waypoint in the path.
Below is an image illustrating several variables as well as some internal ones, but which are relevant for understanding how it works.
Public Member Functions | |
virtual Vector3 | GetFeetPosition () |
void | OnDisable () |
virtual void | OnPathComplete (Path _p) |
Called when a requested path has finished calculation. | |
virtual void | OnTargetReached () |
virtual void | SearchPath () |
Requests a path to the target. | |
float | TrySearchPath () |
Tries to search for a path. | |
Public Attributes | |
bool | alwaysDrawGizmos |
Draws detailed gizmos constantly in the scene view instead of only when the agent is selected and settings are being modified. | |
bool | canMove = true |
Enables or disables movement. | |
bool | canSearch = true |
Enables or disables searching for paths. | |
float | endReachedDistance = 0.2F |
Distance to the end point to consider the end of path to be reached. | |
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 | rotationSpeed = 360 |
Rotation speed. | |
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. | |
Protected Member Functions | |
override void | Awake () |
Initializes reference variables. | |
virtual void | OnEnable () |
Run at start and when reenabled. | |
override int | OnUpgradeSerializedData (int version) |
Handle serialization backwards compatibility. | |
IEnumerator | RepeatTrySearchPath () |
Tries to search for a path every repathRate seconds. | |
virtual void | RotateTowards (Vector2 direction, IMovementPlane movementPlane, float degreesPerSecond) |
Rotates in the specified direction. | |
virtual void | Start () |
Starts searching for paths. | |
virtual void | Update () |
Protected Attributes | |
bool | canSearchAgain = true |
Only when the previous path has been returned should be search for a new path. | |
CharacterController | controller |
Cached CharacterController component. | |
PathInterpolator | interpolator = new PathInterpolator() |
float | lastRepath = -9999 |
Time when the last path request was sent. | |
Path | path |
Current path which is followed. | |
Rigidbody | rigid |
Cached Rigidbody component. | |
RVOController | rvoController |
Seeker | seeker |
Cached Seeker component. | |
Vector3 | targetPoint |
Point to where the AI is heading. | |
Transform | tr |
Cached Transform component. | |
Vector3 | velocity |
Vector2 | velocity2D |
Properties | |
bool | TargetReached [get, set] |
True if the end of the path has been reached. | |
float | turningSpeed [get, set] |
Rotation speed. | |
Private Member Functions | |
Vector2 | CalculateDeltaToMoveThisFrame (Vector3 position, float distanceToEndOfPath, IMovementPlane movementPlane, float deltaTime) |
Static Private Member Functions | |
static void | DrawCircle (Vector3 p, float radius, float a0, float a1) |
Private Attributes | |
bool | startHasRun = false |
True if the Start function has been executed. | |
|
protectedvirtual |
Initializes reference variables.
If you override this function you should in most cases call base.Awake () at the start of it.
Reimplemented from VersionedMonoBehaviour.
Reimplemented in LegacyAIPath.
|
private |
|
staticprivate |
|
virtual |
void OnDisable | ( | ) |
|
protectedvirtual |
|
virtual |
Called when a requested path has finished calculation.
A path is first requested by SearchPath, it is then calculated, probably in the same or the next frame. Finally it is returned to the seeker which forwards it to this function.
Reimplemented in LegacyAIPath.
|
virtual |
Reimplemented in MineBotAI.
|
protectedvirtual |
Handle serialization backwards compatibility.
Reimplemented from VersionedMonoBehaviour.
|
protected |
Tries to search for a path every repathRate seconds.
|
protectedvirtual |
|
virtual |
Requests a path to the target.
|
protectedvirtual |
Starts searching for paths.
If you override this function you should in most cases call base.Start () at the start of it.
Reimplemented in MineBotAI.
float TrySearchPath | ( | ) |
Tries to search for a path.
Will search for a new path if there was a sufficient time since the last repath and both canSearchAgain and canSearch are true and there is a target.
|
protectedvirtual |
Reimplemented in LegacyAIPath, and MineBotAI.
bool alwaysDrawGizmos |
Draws detailed gizmos constantly in the scene view instead of only when the agent is selected and settings are being modified.
bool canMove = true |
Enables or disables movement.
bool canSearch = true |
Enables or disables searching for paths.
Setting this to false does not stop any active path requests from being calculated or stop it from continuing to follow the current path.
|
protected |
Only when the previous path has been returned should be search for a new path.
|
protected |
Cached CharacterController component.
float endReachedDistance = 0.2F |
Distance to the end point to consider the end of path to be reached.
When the end is within this distance then OnTargetReached will be called and TargetReached will return true.
|
protected |
|
protected |
Time when the last path request was sent.
|
protected |
Current path which is followed.
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.
If you have fast moving targets or AIs, you might want to set it to a lower value. The value is in seconds between path requests.
|
protected |
Cached Rigidbody component.
float rotationSpeed = 360 |
Rotation speed.
Rotation is calculated using Quaternion.RotateTowards. This variable represents the rotation speed in degrees per second. The higher it is, the faster the character will be able to rotate.
|
protected |
float slowdownDistance = 0.6F |
Distance from the target point where the AI will start to slow down.
Note that this doesn't only affect the end point of the path but also any intermediate points, so be sure to set pickNextWaypointDist to a higher value than this
float speed = 3 |
Maximum velocity.
This is the maximum speed in world units per second.
|
private |
True if the Start function has been executed.
Used to test if coroutines should be started in OnEnable to prevent calculating paths in the awake stage (or rather before start on frame 0).
Transform target |
Target to move towards.
The AI will try to follow/move towards this target. It can be a point on the ground where the player has clicked in an RTS for example, or it can be the player object in a zombie game.
|
protected |
Point to where the AI is heading.
|
protected |
Cached Transform component.
|
protected |
|
protected |
|
getset |
True if the end of the path has been reached.
|
getset |
Rotation speed.