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PathFollower.cs
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PathFollower.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// QPathFinder modified
/// <summary>
/// Vahicle
/// </summary>
public class PathFollower : MonoBehaviour {
public float velocity = 0;
/// <summary>
/// Stores a list of paths for the vehicle to return to
/// </summary>
List<Path> returningPath;
float returningDelay;
int returningType = -1;
float waitingTime = 0;
MeshRenderer mesh;
Material material;
Coroutine routine;
/// <summary>
/// Method run when the object is created
/// </summary>
void Awake() {
//mesh = GetComponent<MeshRenderer>();
//mesh.enabled = false;
//material = new Material(mesh.sharedMaterial) {
// color = new Color(1f, 0f, 0f)
//};
//mesh.material = material;
//StartCoroutine(countdownToDisable());
}
public void BeginCountToDisable()
{
//StartCoroutine(countdownToDisable());
}
void OnEnable()
{
//StartCoroutine(countdownToDisable());
}
private void Update()
{
}
/// <summary>
/// The method is responsible for assigning the travel route and its start
/// </summary>
/// <param name="Path">List paths of route</param>
/// <param name="ReturningType">Type of return: -1 none, 2 from the place of sale, 3 from the place of work</param>
/// <param name="WaitingTime">Time of stay at the destination</param>
/// <param name="ReturningPath">List of paths return route</param>
public void Follow(List<Path> Path, int ReturningType = -1, float WaitingTime = 0, List<Path> ReturningPath = null) {
returningType = ReturningType;
returningDelay = WaitingTime;
returningPath = ReturningPath;
if (routine != null) {
StopCoroutine(routine);
}
//StartCoroutine(countdownToDisable(Path));
routine = StartCoroutine(FollowRoutine(Path));
}
int index;
/// <summary>
/// Routine is responsible for driving the vehicle along the route
/// </summary>
/// <param name="path">List of paths making the route</param>
IEnumerator FollowRoutine(List<Path> path) {
//Debug.Log("follow path: " + path.Count);
if (path == null || path.Count < 1) {
Debug.Log("path empty");
yield break;
}
int QueuePos;
//Color[] gradient = { Color.white, Color.green, Color.blue, Color.red };
index = 0;
int end = path.Count;
float dist, dist1, colo = 0;
bool endpoint = false;
transform.position = path[0].PosOfA;
Vector3 dir = path[0].PosOfA - path[0].PosOfB;
dir.Normalize();
//while (path[index + 1].CanEnter(BlockType.Open) == false) {
// yield return new WaitForSeconds(0.2f);
//}
//mesh.enabled = true;
index++;
Vector3 target;
float back;
Vector3? target2 = null;
transform.position = path[index].PosOfA;
transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(path[index].PosOfB - transform.position), 400f);
QueuePos = path[index].EnterQueue();
dir = path[index].PosOfA - path[index].PosOfB;
dir.Normalize();
float padding = 0.4f;
back = path[index].maxInQueue > 1 ? (QueuePos - path[index].leftQueue + 1f) : padding;
target = path[index].PosOfB + dir * back;
while (index < end) {
dist = Vector3.Distance(transform.position, target);
dist1 = Vector3.Distance(transform.position, path[index].PosOfB);
float angle = dist1 > 0.2f ? Quaternion.Angle(transform.rotation, Quaternion.LookRotation(target - transform.position)) : Quaternion.Angle(transform.rotation, Quaternion.LookRotation(target2 ?? target - transform.position));
float tar;
//centerpoint reached, index++, endpoint false
if (endpoint && dist1 < padding) {
endpoint = false;
index++;
if (index + 1 == end) {
break;
}
dist1 = Vector3.Distance(transform.position, path[index].PosOfB);
dir = path[index].PosOfA - path[index].PosOfB;
dir.Normalize();
if (index + 1 != end) {
target2 = path[index + 1].PosOfB;
}
back = path[index].maxInQueue > 1 ? (QueuePos - path[index].leftQueue + padding) : padding;
}
//midpoint reached, recalculate next midpoint
if (dist < 0.5f) {
float prop = path[index].maxInQueue > 1 ? (QueuePos - path[index].leftQueue + padding) : padding;
back = back > prop ? prop : back;
//canEnter, go to centerpoint, endpoint true
if (!endpoint && dist1 < 1.3f && path[index].leftQueue == QueuePos && path[index + 1].CanEnter(path[index].priority)) {
endpoint = true;
path[index].LeaveQueue();
QueuePos = path[index + 1].EnterQueue();
waitingTime = 0;
//back = path[index].maxInQueue > 1 ? (QueuePos - path[index].sQueue + 1f) : padding;
//dist = Vector3.Distance(transform.position, target);
dist = dist1;
back = 0;
}
}
if (!endpoint && dist < 0.5f) {
waitingTime += Time.deltaTime;
tar = 0.1f;
} else {//endpoint || dist >= 0.5f
tar = 1f + 0.2f * dist - 0.4f * Mathf.Pow(dist, 2) + 0.4f * Mathf.Pow(dist, 3);
tar = tar > 3 ? 3 : tar;
}
if (dist >= 0.4f) {
tar = angle < 3 ? tar : tar / (angle / 3);
}
target = path[index].PosOfB + dir * back;
//yield return new WaitForFixedUpdate();
velocity = Mathf.SmoothDamp(velocity, tar, ref colo, 0.5f);
if (velocity == 0.1f)
{
Debug.Log("stuck here, remove vehicles");
gameObject.transform.position = new Vector3(1000f, 1000f, 1000f);
gameObject.SetActive(false);
path[index].LeaveQueue();
break;
}
/*if (velocity <= 0.1f) index = end - 1;
if (index + 1 == end)
{
break;
}*/
//velocity = tar;
if (dist >= 0.1f) {
transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(target - transform.position), 100f * Time.deltaTime);
transform.position = transform.position + transform.forward * velocity * Time.deltaTime * 1;
}
//float waitingScale = waitingTime / 10;
//int integer = Mathf.Clamp(Mathf.FloorToInt(waitingScale), 0, 2);
//material.color = Color.Lerp(gradient[integer], gradient[integer + 1], waitingScale - integer);
//mesh.material = material;
yield return null;
}
path[index].LeaveQueue();
if (returningType == -1) {
//Destroy(gameObject);
Debug.Log(gameObject.ToString() + "done path, deleted");
gameObject.transform.position = new Vector3(1000f, 1000f, 1000f);
gameObject.SetActive(false);
} else {
//mesh.enabled = false;
//yield return new WaitForSeconds(returningDelay);
//mesh.enabled = true;
if (returningPath[0].street) {
returningPath[0].street.spawns[returningType]--;
}
returningType = -1;
routine = StartCoroutine(FollowRoutine(returningPath));
}
}
/// <summary>
/// Responsible for abort the travel routine
/// </summary>
public void StopFollowing() { StopAllCoroutines(); }
IEnumerator countdownToDisable(List<Path> path)
{
//yield return null;
float duration = 900f / PathFinder.Instance.TimeScale;
float totalTime = 0f;
while (totalTime <= duration)
{
totalTime += Time.deltaTime;
/*if (totalTime > 10f && velocity <= 0.1f)
{
gameObject.transform.position = new Vector3(1000f, 1000f, 1000f);
gameObject.SetActive(false);
break;
}*/
yield return null;
}
//Debug.Log("start disable");
path[index].LeaveQueue();
gameObject.transform.position = new Vector3(1000f, 1000f, 1000f);
gameObject.SetActive(false);
}
}