| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222 |
- using System;
- using UnityEngine;
- using Random = UnityEngine.Random;
- #pragma warning disable 649
- namespace UnityStandardAssets.Vehicles.Car
- {
- [RequireComponent(typeof (CarController))]
- public class CarAIControl : MonoBehaviour
- {
- public enum BrakeCondition
- {
- NeverBrake, // the car simply accelerates at full throttle all the time.
- TargetDirectionDifference, // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners.
- TargetDistance, // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to
- // head for a stationary target and come to rest when it arrives there.
- }
- // This script provides input to the car controller in the same way that the user control script does.
- // As such, it is really 'driving' the car, with no special physics or animation tricks to make the car behave properly.
- // "wandering" is used to give the cars a more human, less robotic feel. They can waver slightly
- // in speed and direction while driving towards their target.
- [SerializeField] [Range(0, 1)] private float m_CautiousSpeedFactor = 0.05f; // percentage of max speed to use when being maximally cautious
- [SerializeField] [Range(0, 180)] private float m_CautiousMaxAngle = 50f; // angle of approaching corner to treat as warranting maximum caution
- [SerializeField] private float m_CautiousMaxDistance = 100f; // distance at which distance-based cautiousness begins
- [SerializeField] private float m_CautiousAngularVelocityFactor = 30f; // how cautious the AI should be when considering its own current angular velocity (i.e. easing off acceleration if spinning!)
- [SerializeField] private float m_SteerSensitivity = 0.05f; // how sensitively the AI uses steering input to turn to the desired direction
- [SerializeField] private float m_AccelSensitivity = 0.04f; // How sensitively the AI uses the accelerator to reach the current desired speed
- [SerializeField] private float m_BrakeSensitivity = 1f; // How sensitively the AI uses the brake to reach the current desired speed
- [SerializeField] private float m_LateralWanderDistance = 3f; // how far the car will wander laterally towards its target
- [SerializeField] private float m_LateralWanderSpeed = 0.1f; // how fast the lateral wandering will fluctuate
- [SerializeField] [Range(0, 1)] private float m_AccelWanderAmount = 0.1f; // how much the cars acceleration will wander
- [SerializeField] private float m_AccelWanderSpeed = 0.1f; // how fast the cars acceleration wandering will fluctuate
- [SerializeField] private BrakeCondition m_BrakeCondition = BrakeCondition.TargetDistance; // what should the AI consider when accelerating/braking?
- [SerializeField] private bool m_Driving; // whether the AI is currently actively driving or stopped.
- [SerializeField] private Transform m_Target; // 'target' the target object to aim for.
- [SerializeField] private bool m_StopWhenTargetReached; // should we stop driving when we reach the target?
- [SerializeField] private float m_ReachTargetThreshold = 2; // proximity to target to consider we 'reached' it, and stop driving.
- private float m_RandomPerlin; // A random value for the car to base its wander on (so that AI cars don't all wander in the same pattern)
- private CarController m_CarController; // Reference to actual car controller we are controlling
- private float m_AvoidOtherCarTime; // time until which to avoid the car we recently collided with
- private float m_AvoidOtherCarSlowdown; // how much to slow down due to colliding with another car, whilst avoiding
- private float m_AvoidPathOffset; // direction (-1 or 1) in which to offset path to avoid other car, whilst avoiding
- private Rigidbody m_Rigidbody;
- private void Awake()
- {
- // get the car controller reference
- m_CarController = GetComponent<CarController>();
- // give the random perlin a random value
- m_RandomPerlin = Random.value*100;
- m_Rigidbody = GetComponent<Rigidbody>();
- }
- private void FixedUpdate()
- {
- if (m_Target == null || !m_Driving)
- {
- // Car should not be moving,
- // use handbrake to stop
- m_CarController.Move(0, 0, -1f, 1f);
- }
- else
- {
- Vector3 fwd = transform.forward;
- if (m_Rigidbody.velocity.magnitude > m_CarController.MaxSpeed*0.1f)
- {
- fwd = m_Rigidbody.velocity;
- }
- float desiredSpeed = m_CarController.MaxSpeed;
- // now it's time to decide if we should be slowing down...
- switch (m_BrakeCondition)
- {
- case BrakeCondition.TargetDirectionDifference:
- {
- // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners.
- // check out the angle of our target compared to the current direction of the car
- float approachingCornerAngle = Vector3.Angle(m_Target.forward, fwd);
- // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle
- float spinningAngle = m_Rigidbody.angularVelocity.magnitude*m_CautiousAngularVelocityFactor;
- // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount
- float cautiousnessRequired = Mathf.InverseLerp(0, m_CautiousMaxAngle,
- Mathf.Max(spinningAngle,
- approachingCornerAngle));
- desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed*m_CautiousSpeedFactor,
- cautiousnessRequired);
- break;
- }
- case BrakeCondition.TargetDistance:
- {
- // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to
- // head for a stationary target and come to rest when it arrives there.
- // check out the distance to target
- Vector3 delta = m_Target.position - transform.position;
- float distanceCautiousFactor = Mathf.InverseLerp(m_CautiousMaxDistance, 0, delta.magnitude);
- // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle
- float spinningAngle = m_Rigidbody.angularVelocity.magnitude*m_CautiousAngularVelocityFactor;
- // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount
- float cautiousnessRequired = Mathf.Max(
- Mathf.InverseLerp(0, m_CautiousMaxAngle, spinningAngle), distanceCautiousFactor);
- desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed*m_CautiousSpeedFactor,
- cautiousnessRequired);
- break;
- }
- case BrakeCondition.NeverBrake:
- break;
- }
- // Evasive action due to collision with other cars:
- // our target position starts off as the 'real' target position
- Vector3 offsetTargetPos = m_Target.position;
- // if are we currently taking evasive action to prevent being stuck against another car:
- if (Time.time < m_AvoidOtherCarTime)
- {
- // slow down if necessary (if we were behind the other car when collision occured)
- desiredSpeed *= m_AvoidOtherCarSlowdown;
- // and veer towards the side of our path-to-target that is away from the other car
- offsetTargetPos += m_Target.right*m_AvoidPathOffset;
- }
- else
- {
- // no need for evasive action, we can just wander across the path-to-target in a random way,
- // which can help prevent AI from seeming too uniform and robotic in their driving
- offsetTargetPos += m_Target.right*
- (Mathf.PerlinNoise(Time.time*m_LateralWanderSpeed, m_RandomPerlin)*2 - 1)*
- m_LateralWanderDistance;
- }
- // use different sensitivity depending on whether accelerating or braking:
- float accelBrakeSensitivity = (desiredSpeed < m_CarController.CurrentSpeed)
- ? m_BrakeSensitivity
- : m_AccelSensitivity;
- // decide the actual amount of accel/brake input to achieve desired speed.
- float accel = Mathf.Clamp((desiredSpeed - m_CarController.CurrentSpeed)*accelBrakeSensitivity, -1, 1);
- // add acceleration 'wander', which also prevents AI from seeming too uniform and robotic in their driving
- // i.e. increasing the accel wander amount can introduce jostling and bumps between AI cars in a race
- accel *= (1 - m_AccelWanderAmount) +
- (Mathf.PerlinNoise(Time.time*m_AccelWanderSpeed, m_RandomPerlin)*m_AccelWanderAmount);
- // calculate the local-relative position of the target, to steer towards
- Vector3 localTarget = transform.InverseTransformPoint(offsetTargetPos);
- // work out the local angle towards the target
- float targetAngle = Mathf.Atan2(localTarget.x, localTarget.z)*Mathf.Rad2Deg;
- // get the amount of steering needed to aim the car towards the target
- float steer = Mathf.Clamp(targetAngle*m_SteerSensitivity, -1, 1)*Mathf.Sign(m_CarController.CurrentSpeed);
- // feed input to the car controller.
- m_CarController.Move(steer, accel, accel, 0f);
- // if appropriate, stop driving when we're close enough to the target.
- if (m_StopWhenTargetReached && localTarget.magnitude < m_ReachTargetThreshold)
- {
- m_Driving = false;
- }
- }
- }
- private void OnCollisionStay(Collision col)
- {
- // detect collision against other cars, so that we can take evasive action
- if (col.rigidbody != null)
- {
- var otherAI = col.rigidbody.GetComponent<CarAIControl>();
- if (otherAI != null)
- {
- // we'll take evasive action for 1 second
- m_AvoidOtherCarTime = Time.time + 1;
- // but who's in front?...
- if (Vector3.Angle(transform.forward, otherAI.transform.position - transform.position) < 90)
- {
- // the other ai is in front, so it is only good manners that we ought to brake...
- m_AvoidOtherCarSlowdown = 0.5f;
- }
- else
- {
- // we're in front! ain't slowing down for anybody...
- m_AvoidOtherCarSlowdown = 1;
- }
- // both cars should take evasive action by driving along an offset from the path centre,
- // away from the other car
- var otherCarLocalDelta = transform.InverseTransformPoint(otherAI.transform.position);
- float otherCarAngle = Mathf.Atan2(otherCarLocalDelta.x, otherCarLocalDelta.z);
- m_AvoidPathOffset = m_LateralWanderDistance*-Mathf.Sign(otherCarAngle);
- }
- }
- }
- public void SetTarget(Transform target)
- {
- m_Target = target;
- m_Driving = true;
- }
- }
- }
|