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- using System;
- using UnityEngine;
- using Random = UnityEngine.Random;
- namespace UnityStandardAssets.Vehicles.Aeroplane
- {
- [RequireComponent(typeof (AeroplaneController))]
- public class AeroplaneAiControl : MonoBehaviour
- {
- // This script represents an AI 'pilot' capable of flying the plane towards a designated target.
- // It sends the equivalent of the inputs that a user would send to the Aeroplane controller.
- [SerializeField] private float m_RollSensitivity = .2f; // How sensitively the AI applies the roll controls
- [SerializeField] private float m_PitchSensitivity = .5f; // How sensitively the AI applies the pitch controls
- [SerializeField] private float m_LateralWanderDistance = 5; // The amount that the plane can wander by when heading for a target
- [SerializeField] private float m_LateralWanderSpeed = 0.11f; // The speed at which the plane will wander laterally
- [SerializeField] private float m_MaxClimbAngle = 45; // The maximum angle that the AI will attempt to make plane can climb at
- [SerializeField] private float m_MaxRollAngle = 45; // The maximum angle that the AI will attempt to u
- [SerializeField] private float m_SpeedEffect = 0.01f; // This increases the effect of the controls based on the plane's speed.
- [SerializeField] private float m_TakeoffHeight = 20; // the AI will fly straight and only pitch upwards until reaching this height
- [SerializeField] private Transform m_Target; // the target to fly towards
- private AeroplaneController m_AeroplaneController; // The aeroplane controller that is used to move the plane
- private float m_RandomPerlin; // Used for generating random point on perlin noise so that the plane will wander off path slightly
- private bool m_TakenOff; // Has the plane taken off yet
- // setup script properties
- private void Awake()
- {
- // get the reference to the aeroplane controller, so we can send move input to it and read its current state.
- m_AeroplaneController = GetComponent<AeroplaneController>();
- // pick a random perlin starting point for lateral wandering
- m_RandomPerlin = Random.Range(0f, 100f);
- }
- // reset the object to sensible values
- public void Reset()
- {
- m_TakenOff = false;
- }
- // fixed update is called in time with the physics system update
- private void FixedUpdate()
- {
- if (m_Target != null)
- {
- // make the plane wander from the path, useful for making the AI seem more human, less robotic.
- Vector3 targetPos = m_Target.position +
- transform.right*
- (Mathf.PerlinNoise(Time.time*m_LateralWanderSpeed, m_RandomPerlin)*2 - 1)*
- m_LateralWanderDistance;
- // adjust the yaw and pitch towards the target
- Vector3 localTarget = transform.InverseTransformPoint(targetPos);
- float targetAngleYaw = Mathf.Atan2(localTarget.x, localTarget.z);
- float targetAnglePitch = -Mathf.Atan2(localTarget.y, localTarget.z);
- // Set the target for the planes pitch, we check later that this has not passed the maximum threshold
- targetAnglePitch = Mathf.Clamp(targetAnglePitch, -m_MaxClimbAngle*Mathf.Deg2Rad,
- m_MaxClimbAngle*Mathf.Deg2Rad);
- // calculate the difference between current pitch and desired pitch
- float changePitch = targetAnglePitch - m_AeroplaneController.PitchAngle;
- // AI always applies gentle forward throttle
- const float throttleInput = 0.5f;
- // AI applies elevator control (pitch, rotation around x) to reach the target angle
- float pitchInput = changePitch*m_PitchSensitivity;
- // clamp the planes roll
- float desiredRoll = Mathf.Clamp(targetAngleYaw, -m_MaxRollAngle*Mathf.Deg2Rad, m_MaxRollAngle*Mathf.Deg2Rad);
- float yawInput = 0;
- float rollInput = 0;
- if (!m_TakenOff)
- {
- // If the planes altitude is above m_TakeoffHeight we class this as taken off
- if (m_AeroplaneController.Altitude > m_TakeoffHeight)
- {
- m_TakenOff = true;
- }
- }
- else
- {
- // now we have taken off to a safe height, we can use the rudder and ailerons to yaw and roll
- yawInput = targetAngleYaw;
- rollInput = -(m_AeroplaneController.RollAngle - desiredRoll)*m_RollSensitivity;
- }
- // adjust how fast the AI is changing the controls based on the speed. Faster speed = faster on the controls.
- float currentSpeedEffect = 1 + (m_AeroplaneController.ForwardSpeed*m_SpeedEffect);
- rollInput *= currentSpeedEffect;
- pitchInput *= currentSpeedEffect;
- yawInput *= currentSpeedEffect;
- // pass the current input to the plane (false = because AI never uses air brakes!)
- m_AeroplaneController.Move(rollInput, pitchInput, yawInput, throttleInput, false);
- }
- else
- {
- // no target set, send zeroed input to the planeW
- m_AeroplaneController.Move(0, 0, 0, 0, false);
- }
- }
- // allows other scripts to set the plane's target
- public void SetTarget(Transform target)
- {
- m_Target = target;
- }
- }
- }
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