Browse Source

Instantiation Done, WanderingAI modified (Only once in the parent node), No more Follower, NavMeshAgent and Animator speed synchronized

Furkan Karakocaoglu 2 years ago
parent
commit
0d2be5ac91
16 changed files with 3281 additions and 52 deletions
  1. 185 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Projector/Projector Materials/LightProjector Default.mat
  2. 8 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Projector/Projector Materials/LightProjector Default.mat.meta
  3. 1 22
      testumgebung/CrowdModelling/Assets/Depictions_Years/Projector/Projector Shaders/ProjectorTest.shader
  4. 6 6
      testumgebung/CrowdModelling/Assets/Depictions_Years/Projector/Projector Textures/DecalTexture.png.meta
  5. 69 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/InstantiatePrefab.cs
  6. 14 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/InstantiatePrefab.cs.meta
  7. 17 17
      testumgebung/CrowdModelling/Assets/Humans/Basic Motions/AnimationControllers/IdleAndWalk.controller
  8. 2586 0
      testumgebung/CrowdModelling/Assets/Prefabs/Humans/HumanPrefab.prefab
  9. 7 0
      testumgebung/CrowdModelling/Assets/Prefabs/Humans/HumanPrefab.prefab.meta
  10. 8 0
      testumgebung/CrowdModelling/Assets/Scenes/Origin_OnlyYears.meta
  11. 240 3
      testumgebung/CrowdModelling/Assets/Scenes/Origin_OnlyYears.unity
  12. BIN
      testumgebung/CrowdModelling/Assets/Scenes/Origin_OnlyYears/NavMesh.asset
  13. 8 0
      testumgebung/CrowdModelling/Assets/Scenes/Origin_OnlyYears/NavMesh.asset.meta
  14. 117 0
      testumgebung/CrowdModelling/Assets/Scripts/Walking/WanderingAITest.cs
  15. 11 0
      testumgebung/CrowdModelling/Assets/Scripts/Walking/WanderingAITest.cs.meta
  16. 4 4
      testumgebung/CrowdModelling/Assets/Scripts/Walking/WanderingAIWaypoints.cs

+ 185 - 0
testumgebung/CrowdModelling/Assets/Depictions_Years/Projector/Projector Materials/LightProjector Default.mat

@@ -0,0 +1,185 @@
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+ 8 - 0
testumgebung/CrowdModelling/Assets/Depictions_Years/Projector/Projector Materials/LightProjector Default.mat.meta

@@ -0,0 +1,8 @@
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+guid: ed25753679523484690acb14f554677c
+NativeFormatImporter:
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+  userData: 
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+ 1 - 22
testumgebung/CrowdModelling/Assets/Depictions_Years/Projector/Projector Shaders/ProjectorTest.shader

@@ -3,16 +3,9 @@
 
 Shader "Projector/Test" {
 	Properties {
-		//1. Option
-		//[HDR]
-		//##################
 		_Color ("Main Color", Color) = (1,1,1,1)
 		_ShadowTex ("Cookie", 2D) = "" {}
 		_FalloffTex ("FallOff", 2D) = "" {}
-		//2. Option
-		_Border ("Border", Range(0.0,0.5)) = 0.0
-		_Intensity ("Intensity", Range(0.0,10.0)) = 1
-		//##################
 	}
 	
 	Subshader {
@@ -38,9 +31,6 @@ Shader "Projector/Test" {
 			
 			float4x4 unity_Projector;
 			float4x4 unity_ProjectorClip;
-			//##################
-			half _Border;
-			//##################
 			
 			v2f vert (float4 vertex : POSITION)
 			{
@@ -49,10 +39,6 @@ Shader "Projector/Test" {
 				o.uvShadow = mul (unity_Projector, vertex);
 				o.uvFalloff = mul (unity_ProjectorClip, vertex);
 				
-				//##################
-				o.uvFalloff -= _Border;
-				//##################
-
 				UNITY_TRANSFER_FOG(o,o.pos);
 				return o;
 			}
@@ -60,9 +46,6 @@ Shader "Projector/Test" {
 			fixed4 _Color;
 			sampler2D _ShadowTex;
 			sampler2D _FalloffTex;
-			//##################
-			Float _Intensity;
-			//##################
 			
 			fixed4 frag (v2f i) : SV_Target
 			{
@@ -71,11 +54,7 @@ Shader "Projector/Test" {
 				texS.a = 1.0-texS.a;
 	
 				fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff));
-				//fixed4 res = texS * texF.a;
-				//##################
-				fixed4 res = texS * _Intensity * texF.a;
-				//##################
-
+				fixed4 res = texS * texF.a;
 
 				UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0));
 				return res;

+ 6 - 6
testumgebung/CrowdModelling/Assets/Depictions_Years/Projector/Projector Textures/DecalTexture.png.meta

@@ -48,10 +48,10 @@ TextureImporter:
   spritePixelsToUnits: 100
   spriteBorder: {x: 0, y: 0, z: 0, w: 0}
   spriteGenerateFallbackPhysicsShape: 1
-  alphaUsage: 0
+  alphaUsage: 1
   alphaIsTransparency: 0
   spriteTessellationDetail: -1
-  textureType: 6
+  textureType: 0
   textureShape: 1
   singleChannelComponent: 0
   maxTextureSizeSet: 0
@@ -61,10 +61,10 @@ TextureImporter:
   platformSettings:
   - serializedVersion: 3
     buildTarget: DefaultTexturePlatform
-    maxTextureSize: 2048
+    maxTextureSize: 128
     resizeAlgorithm: 0
     textureFormat: -1
-    textureCompression: 1
+    textureCompression: 0
     compressionQuality: 50
     crunchedCompression: 0
     allowsAlphaSplitting: 0
@@ -73,10 +73,10 @@ TextureImporter:
     forceMaximumCompressionQuality_BC6H_BC7: 0
   - serializedVersion: 3
     buildTarget: Standalone
-    maxTextureSize: 2048
+    maxTextureSize: 128
     resizeAlgorithm: 0
     textureFormat: -1
-    textureCompression: 1
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     compressionQuality: 50
     crunchedCompression: 0
     allowsAlphaSplitting: 0

+ 69 - 0
testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/InstantiatePrefab.cs

@@ -0,0 +1,69 @@
+using UnityEngine;
+using UnityEngine.AI;
+
+public class InstantiatePrefab : MonoBehaviour
+{
+    public GameObject prefabHuman;
+    public GameObject waypoints;
+
+    public int amount = 1;
+    public int maxNumPerGroup = 5;
+    public Vector3 spawnPoint;
+    public Vector2 speedMinMax = new Vector2(4.0f, 7.0f);
+    public Vector2 wanderTimerMinMax = new Vector2(10.0f, 15.0f);
+
+    //Can be passed on
+    [HideInInspector]
+    public GameObject[][] humanObjs;
+    [HideInInspector]
+    public float[] wanderTimer;
+
+    // Start is called before the first frame update
+    void Start()
+    {
+        //Save all waypoints from GameObject into Transform array
+        Transform[] wpArray = waypoints.GetComponentsInChildren<Transform>();
+        Transform[] waypointsArray = new Transform[wpArray.Length - 1];
+        for(int k = 1; k < wpArray.Length; k++)
+        {
+            waypointsArray[k - 1] = wpArray[k];
+        }
+        gameObject.GetComponent<WanderingAITest>().waypoints = waypointsArray;
+
+        //Calculate number of groups
+        int numGroups = 1;
+        if(amount > 0)
+            numGroups = (int) Mathf.Ceil((float)amount / (float)maxNumPerGroup);
+        humanObjs = new GameObject[numGroups][];
+
+        //Set wanderTimer
+        wanderTimer = new float[humanObjs.Length];
+
+        int humansLeft = amount;
+        // instantiate humans, save in array and modifie
+        for(int i = 0; i < humanObjs.Length; i++)
+        {
+            //Calculate Group Size
+            int groupSize = (humansLeft > maxNumPerGroup) ? maxNumPerGroup : humansLeft;
+            humanObjs[i] = new GameObject[groupSize];
+            humansLeft -= groupSize;
+
+            //Nav Mesh Agent - speed
+            float speed = Random.Range(speedMinMax.x, speedMinMax.y);
+            
+            //Wandering AI Waypoints (Script)
+            wanderTimer[i] = Random.Range(wanderTimerMinMax.x, wanderTimerMinMax.y);
+            //target scattering
+
+            // instantiate humans per group and save them in matrix
+            for (int j = 0; j < humanObjs[i].Length; j++)
+            {
+                humanObjs[i][j] = Instantiate(prefabHuman, new Vector3(j + spawnPoint.x, 0, i + spawnPoint.z), Quaternion.identity, this.transform);
+            
+                humanObjs[i][j].tag = this.transform.tag;
+                humanObjs[i][j].GetComponent<NavMeshAgent>().speed = speed;
+                humanObjs[i][j].GetComponent<Animator>().speed = 0.5f + (speed / speedMinMax.y);
+            }
+        }
+    }
+}

+ 14 - 0
testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/InstantiatePrefab.cs.meta

@@ -0,0 +1,14 @@
+fileFormatVersion: 2
+guid: c6eef477fbdfea440b01dd82c197177d
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences:
+  - prefabHuman: {fileID: 8716330276743338538, guid: d79d80c8ed55be9428fd9162e0112034,
+      type: 3}
+  - waypoints: {instanceID: 0}
+  executionOrder: -50
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 17 - 17
testumgebung/CrowdModelling/Assets/Humans/Basic Motions/AnimationControllers/IdleAndWalk.controller

@@ -2,7 +2,7 @@
 %TAG !u! tag:unity3d.com,2011:
 --- !u!1107 &-8854916091159432621
 AnimatorStateMachine:
-  serializedVersion: 5
+  serializedVersion: 6
   m_ObjectHideFlags: 1
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
@@ -27,7 +27,7 @@ AnimatorStateMachine:
   m_DefaultState: {fileID: -7682043112502266958}
 --- !u!1102 &-7682043112502266958
 AnimatorState:
-  serializedVersion: 5
+  serializedVersion: 6
   m_ObjectHideFlags: 1
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
@@ -82,7 +82,7 @@ AnimatorStateTransition:
   m_CanTransitionToSelf: 1
 --- !u!1101 &-5766212908633719928
 AnimatorStateTransition:
-  m_ObjectHideFlags: 3
+  m_ObjectHideFlags: 1
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
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@@ -104,7 +104,7 @@ AnimatorStateTransition:
   m_CanTransitionToSelf: 1
 --- !u!1101 &-5287928994199675204
 AnimatorStateTransition:
-  m_ObjectHideFlags: 3
+  m_ObjectHideFlags: 1
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
@@ -154,8 +154,8 @@ AnimatorStateTransition:
   m_CanTransitionToSelf: 1
 --- !u!1102 &-1553193714488254709
 AnimatorState:
-  serializedVersion: 5
-  m_ObjectHideFlags: 3
+  serializedVersion: 6
+  m_ObjectHideFlags: 1
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
@@ -193,13 +193,13 @@ AnimatorController:
     m_DefaultFloat: 0
     m_DefaultInt: 0
     m_DefaultBool: 0
-    m_Controller: {fileID: 0}
+    m_Controller: {fileID: 9100000}
   - m_Name: isIdle
     m_Type: 4
     m_DefaultFloat: 0
     m_DefaultInt: 0
     m_DefaultBool: 0
-    m_Controller: {fileID: 0}
+    m_Controller: {fileID: 9100000}
   m_AnimatorLayers:
   - serializedVersion: 5
     m_Name: Base Layer
@@ -215,7 +215,7 @@ AnimatorController:
     m_Controller: {fileID: 9100000}
 --- !u!1102 &798990796592105885
 AnimatorState:
-  serializedVersion: 5
+  serializedVersion: 6
   m_ObjectHideFlags: 1
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
@@ -242,8 +242,8 @@ AnimatorState:
   m_TimeParameter: 
 --- !u!1102 &5233249855731819231
 AnimatorState:
-  serializedVersion: 5
-  m_ObjectHideFlags: 3
+  serializedVersion: 6
+  m_ObjectHideFlags: 1
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
@@ -269,8 +269,8 @@ AnimatorState:
   m_TimeParameter: 
 --- !u!1102 &5691396717340520525
 AnimatorState:
-  serializedVersion: 5
-  m_ObjectHideFlags: 3
+  serializedVersion: 6
+  m_ObjectHideFlags: 1
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
@@ -296,8 +296,8 @@ AnimatorState:
   m_TimeParameter: 
 --- !u!1102 &6069181449877994096
 AnimatorState:
-  serializedVersion: 5
-  m_ObjectHideFlags: 3
+  serializedVersion: 6
+  m_ObjectHideFlags: 1
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
@@ -323,7 +323,7 @@ AnimatorState:
   m_TimeParameter: 
 --- !u!1101 &6354957135073611099
 AnimatorStateTransition:
-  m_ObjectHideFlags: 3
+  m_ObjectHideFlags: 1
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}
@@ -345,7 +345,7 @@ AnimatorStateTransition:
   m_CanTransitionToSelf: 1
 --- !u!1101 &9052224636625374453
 AnimatorStateTransition:
-  m_ObjectHideFlags: 3
+  m_ObjectHideFlags: 1
   m_CorrespondingSourceObject: {fileID: 0}
   m_PrefabInstance: {fileID: 0}
   m_PrefabAsset: {fileID: 0}

+ 2586 - 0
testumgebung/CrowdModelling/Assets/Prefabs/Humans/HumanPrefab.prefab

@@ -0,0 +1,2586 @@
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+  m_Component:
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+  - component: {fileID: 7326337921256702211}
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+  speedMinMax: {x: 4, y: 7}
+  wanderTimerMinMax: {x: 10, y: 15}
+  wanderTimer: []
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@@ -9595,6 +9663,74 @@ GameObject:
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+  m_Children: []
+  m_Father: {fileID: 1295373003}
+  m_RootOrder: 2
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+--- !u!114 &946692986
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+  m_Script: {fileID: 11500000, guid: 858a4265556863d48bd9141e31b3a0d7, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  waypoints: []
+  wanderTimer: []
+  targetScattering: 5
+--- !u!114 &946692987
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
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+  m_Script: {fileID: 11500000, guid: c6eef477fbdfea440b01dd82c197177d, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
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+  waypoints: {fileID: 410172588}
+  amount: 25
+  maxNumPerGroup: 5
+  spawnPoint: {x: 15, y: 0, z: -25}
+  speedMinMax: {x: 4, y: 7}
+  wanderTimerMinMax: {x: 10, y: 15}
+  wanderTimer: []
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@@ -12183,6 +12319,39 @@ PrefabInstance:
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     m_RemovedComponents: []
   m_SourcePrefab: {fileID: 100100000, guid: 3ed0ab4c074004c4d98d9c1f3ff6bd4b, type: 3}
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+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  serializedVersion: 6
+  m_Component:
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+  m_Layer: 0
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+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
+--- !u!4 &1295373003
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+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 1295373001}
+  m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+  m_LocalPosition: {x: 0, y: 0, z: 0}
+  m_LocalScale: {x: 1, y: 1, z: 1}
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@@ -19315,6 +19484,74 @@ Transform:
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   m_PrefabInstance: {fileID: 2065115337}
   m_PrefabAsset: {fileID: 0}
+--- !u!1 &2070248948
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+  m_Father: {fileID: 1295373003}
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+  m_Name: 
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+  wanderTimer: []
+  targetScattering: 5
+--- !u!114 &2070248951
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+  amount: 25
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+  spawnPoint: {x: 5, y: 0, z: -5}
+  speedMinMax: {x: 4, y: 7}
+  wanderTimerMinMax: {x: 10, y: 15}
+  wanderTimer: []
 --- !u!1 &2071883079 stripped
 GameObject:
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       propertyPath: m_LocalPosition.z
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+      value: -23.562
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BIN
testumgebung/CrowdModelling/Assets/Scenes/Origin_OnlyYears/NavMesh.asset


+ 8 - 0
testumgebung/CrowdModelling/Assets/Scenes/Origin_OnlyYears/NavMesh.asset.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: e44c6f287e3a7ee44a18dd0a6252734e
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 23800000
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 117 - 0
testumgebung/CrowdModelling/Assets/Scripts/Walking/WanderingAITest.cs

@@ -0,0 +1,117 @@
+using UnityEngine;
+using UnityEngine.AI;
+
+public class WanderingAITest : MonoBehaviour
+{
+    public Transform[] waypoints;
+    public float[] wanderTimer;
+    public float targetScattering = 5.0f; //Streuung
+
+    private float[] timer;
+    private int[] prevWP;
+    private Vector3[][] target;
+
+    private GameObject[][] humansGO;
+    private NavMeshAgent[][] humansNMA;
+    private Animator[][] humansA;
+
+    // Use this for initialization
+    void Start()
+    {
+        humansGO = gameObject.GetComponent<InstantiatePrefab>().humanObjs;
+        humansNMA = new NavMeshAgent[humansGO.Length][];
+        humansA = new Animator[humansGO.Length][];
+        target = new Vector3[humansGO.Length][];
+        timer = new float[humansGO.Length];
+        wanderTimer = gameObject.GetComponent<InstantiatePrefab>().wanderTimer;
+        prevWP = new int[humansGO.Length];
+        // waypoints are set in InstantiatePrefab
+
+        for(int i = 0; i < humansGO.Length; i++)
+        {
+            humansNMA[i] = new NavMeshAgent[humansGO[i].Length];
+            humansA[i] = new Animator[humansGO[i].Length];
+            target[i] = new Vector3[humansGO[i].Length];
+            prevWP[i] = -1;
+
+            for(int j = 0; j < humansGO[i].Length; j++)
+            {
+                humansNMA[i][j] = humansGO[i][j].GetComponent<NavMeshAgent>();
+                humansA[i][j] = humansGO[i][j].GetComponent<Animator>();
+                humansA[i][j].SetBool("isWalking", false);
+                humansA[i][j].SetBool("isIdle", true);
+
+                timer[i] = wanderTimer[i];
+            }
+        }
+    }
+
+    private void FixedUpdate()
+    {
+        for(int i = 0; i < humansGO.Length; i++)
+        {
+            timer[i] += Time.deltaTime;
+
+            if (timer[i] >= wanderTimer[i])
+            {
+                if (waypoints.Length == 0) return;
+            
+                int currentWP = Random.Range(0, waypoints.Length);
+                // Until previous and current WP are no longer the same, otherwise double waiting time for same WP
+                while(prevWP[i] == currentWP)
+                    currentWP = Random.Range(0, waypoints.Length);
+                prevWP[i] = currentWP;
+
+                target[i][0] = checkTarget(waypoints[currentWP].transform.position, targetScattering);
+
+                if(target[i][0].x != float.PositiveInfinity)
+                {
+                    for (int j = 0; j < humansGO[i].Length; j++)
+                    {
+                        target[i][j] = target[i][0];
+                        
+                        if (humansNMA[i][j].isActiveAndEnabled)
+                            humansNMA[i][j].SetDestination(target[i][j]);
+            
+                        humansA[i][j].SetBool("isWalking", true);
+                        humansA[i][j].SetBool("isIdle", false);
+                    }
+                    timer[i] = 0;
+                }
+                else
+                {
+                    timer[i] = wanderTimer[i];
+                }
+            }
+            else
+            {
+                for (int j = 0; j < humansGO[i].Length; j++)
+                {
+                    if (humansNMA[i][j].remainingDistance < humansNMA[i][j].stoppingDistance)
+                    {
+                        humansA[i][j].SetBool("isWalking", false);
+                        humansA[i][j].SetBool("isIdle", true);
+                    }
+                    else
+                    {
+                        humansA[i][j].SetBool("isWalking", true);
+                        humansA[i][j].SetBool("isIdle", false);
+                    }
+                }
+            }
+        }
+    }
+
+    public static Vector3 checkTarget(Vector3 target, float dist)
+    {
+        Vector3 modifiedTarget = Random.insideUnitSphere * dist + target;
+        // SamplePosition also checks the y axis. However, this is not relevant for me, so valid positions (x & z) are also discarded.
+        // -3.6f is the only valid entry for y
+        modifiedTarget = new Vector3(modifiedTarget.x, -3.6f, modifiedTarget.z);
+
+        NavMeshHit navHit;
+        NavMesh.SamplePosition(modifiedTarget, out navHit, 1.0f, -1);
+
+        return navHit.position;
+    }
+}

+ 11 - 0
testumgebung/CrowdModelling/Assets/Scripts/Walking/WanderingAITest.cs.meta

@@ -0,0 +1,11 @@
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+guid: 858a4265556863d48bd9141e31b3a0d7
+MonoImporter:
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+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 100
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+ 4 - 4
testumgebung/CrowdModelling/Assets/Scripts/Walking/WanderingAIWaypoints.cs

@@ -5,7 +5,7 @@ public class WanderingAIWaypoints : MonoBehaviour
 {
     public Transform[] waypoints;
     public float wanderTimer;
-    public float targetAccuracy = 5.0f;
+    public float targetScattering = 5.0f; //Streuung
 
     private Animator anim;
     private NavMeshAgent agent;
@@ -25,7 +25,7 @@ public class WanderingAIWaypoints : MonoBehaviour
         timer = wanderTimer;
     }
 
-    private void Update()
+    private void FixedUpdate()
     {
         timer += Time.deltaTime;
         
@@ -39,7 +39,7 @@ public class WanderingAIWaypoints : MonoBehaviour
                 currentWP = Random.Range(0, waypoints.Length);
             prevWP = currentWP;
 
-            target = checkTarget(waypoints[currentWP].transform.position, targetAccuracy);
+            target = checkTarget(waypoints[currentWP].transform.position, targetScattering);
             if(target.x != float.PositiveInfinity)
             {
                 if (agent.isActiveAndEnabled)
@@ -73,7 +73,7 @@ public class WanderingAIWaypoints : MonoBehaviour
         modifiedTarget = new Vector3(modifiedTarget.x, -3.6f, modifiedTarget.z);
 
         NavMeshHit navHit;
-        bool samplPos = NavMesh.SamplePosition(modifiedTarget, out navHit, 1.0f, -1);
+        NavMesh.SamplePosition(modifiedTarget, out navHit, 1.0f, -1);
 
         return navHit.position;
     }