A* Pathfinding Project  4.0.0
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MineBotAI Class Reference

AI controller specifically made for the spider robot. More...

Detailed Description

AI controller specifically made for the spider robot.

The spider robot (or mine-bot) which has been copied 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 void OnTargetReached ()
 Called when the end of path has been reached.
 
new void Start ()
 Starts searching for paths.
 
- Public Member Functions inherited from AIPath
virtual Vector3 GetFeetPosition ()
 
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 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 Update ()
 
- Protected Member Functions inherited from AIPath
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.
 

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.
 
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
 

Additional Inherited Members

- Properties inherited from AIPath
bool TargetReached [get, set]
 True if the end of the path has been reached.
 
float turningSpeed [get, set]
 Rotation speed.
 

Member Function Documentation

override void OnTargetReached ( )
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.

new void Start ( )
virtual

Starts searching for paths.

If you override this function you should in most cases call base.Start () at the start of it.

See Also
OnEnable
RepeatTrySearchPath

Reimplemented from AIPath.

override void Update ( )
protectedvirtual

Reimplemented from AIPath.

Member Data Documentation

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.

See Also
OnTargetReached
Vector3 lastTarget
protected

Point for the last spawn of endOfPathEffect.

float sleepVelocity = 0.4F

Minimum velocity for moving.


The documentation for this class was generated from the following file: