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SeekBehaviour.cs
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SeekBehaviour.cs
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class SeekBehaviour : SteeringBehaviour
{
[SerializeField]
private float targetRechedThreshold = 0.5f;
[SerializeField]
private bool showGizmo = true;
bool reachedLastTarget = true;
//gizmo parameters
private Vector2 targetPositionCached;
private float[] interestsTemp;
public override (float[] danger, float[] interest) GetSteering(float[] danger, float[] interest, AIData aiData)
{
//if we don't have a target stop seeking
//else set a new target
if (reachedLastTarget)
{
if (aiData.targets == null || aiData.targets.Count <= 0)
{
aiData.currentTarget = null;
return (danger, interest);
}
else
{
reachedLastTarget = false;
aiData.currentTarget = aiData.targets.OrderBy
(target => Vector2.Distance(target.position, transform.position)).FirstOrDefault();
}
}
//cache the last position only if we still see the target (if the targets collection is not empty)
if (aiData.currentTarget != null && aiData.targets != null && aiData.targets.Contains(aiData.currentTarget))
targetPositionCached = aiData.currentTarget.position;
//First check if we have reached the target
if (Vector2.Distance(transform.position, targetPositionCached) < targetRechedThreshold)
{
reachedLastTarget = true;
aiData.currentTarget = null;
return (danger, interest);
}
//If we havent yet reached the target do the main logic of finding the interest directions
Vector2 directionToTarget = (targetPositionCached - (Vector2)transform.position);
for (int i = 0; i < interest.Length; i++)
{
float result = Vector2.Dot(directionToTarget.normalized, Directions.eightDirections[i]);
//accept only directions at the less than 90 degrees to the target direction
if (result > 0)
{
float valueToPutIn = result;
if (valueToPutIn > interest[i])
{
interest[i] = valueToPutIn;
}
}
}
interestsTemp = interest;
return (danger, interest);
}
private void OnDrawGizmos()
{
if (showGizmo == false)
return;
Gizmos.DrawSphere(targetPositionCached, 0.2f);
if (Application.isPlaying && interestsTemp != null)
{
if (interestsTemp != null)
{
Gizmos.color = Color.green;
for (int i = 0; i < interestsTemp.Length; i++)
{
Gizmos.DrawRay(transform.position, Directions.eightDirections[i] * interestsTemp[i]*2);
}
if (reachedLastTarget == false)
{
Gizmos.color = Color.red;
Gizmos.DrawSphere(targetPositionCached, 0.1f);
}
}
}
}
}