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@@ -16,31 +16,33 @@ public class WanderingAI : MonoBehaviour
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public float leaveTimer = 120f;
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public Vector3 leavePosition;
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- // Leave Settings
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+ // Settings Leave Market
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private float offsetx = 0;
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private float offsetz = 0;
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private int inRow = 4; // incl 0 - 4
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-
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- private float[] timer;
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- private float globalTimer;
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private bool leaveMarket = false;
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+
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+ // Settings Humans
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private Vector3[][] target;
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private int[][] humansPrio;
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- // Settings WP and Waiting time
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+ // Settings Waypoints and Waiting Time
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private int maxWPCount;
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private List<List<int>> waitingTimer;
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private List<int> waitingList;
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private float[] currentWait;
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private int countFilling = 0;
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+ // Time
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+ private float[] timer;
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+ private float globalTimer;
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+
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private GameObject[][] humansGO;
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private NavMeshAgent[][] humansNMA;
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private Animator[][] humansA;
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private const string isWalking = "isWalking";
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- // Use this for initialization
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void Start()
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{
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// Get initialized Variables from InstantiatePrefab
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@@ -48,19 +50,20 @@ public class WanderingAI : MonoBehaviour
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humansNMA = gameObject.GetComponent<InstantiatePrefab>().humanNavMeshAgent;
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humansA = gameObject.GetComponent<InstantiatePrefab>().humanAnimator;
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wanderTimer = gameObject.GetComponent<InstantiatePrefab>().wanderTimer;
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- //waitingTimer = gameObject.GetComponent<InstantiatePrefab>().waitingTimer;
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waypoints = gameObject.GetComponent<InstantiatePrefab>().waypointsArray;
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humansPrio = gameObject.GetComponent<InstantiatePrefab>().humanPriorities;
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// Set length of variables to humanGo.Length
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target = new Vector3[humansGO.Length][];
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timer = new float[humansGO.Length];
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+ // Create copies
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waypointsList = new List<Transform>(waypoints);
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- maxWPCount = waypointsList.Count;
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waitingTimer = new List<List<int>>(gameObject.GetComponent<InstantiatePrefab>().waitingTimer);
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waitingList = new List<int>(waitingTimer[0]);
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currentWait = new float[humansGO.Length];
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+ maxWPCount = waypointsList.Count;
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+
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// Initialize size and content
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for (int i = 0; i < humansGO.Length; i++)
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{
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@@ -73,46 +76,50 @@ public class WanderingAI : MonoBehaviour
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private void FixedUpdate()
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{
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+ // Leave Market if time is up
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if(globalTimer >= leaveTimer)
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leaveMarket = true;
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for (int i = 0; i < humansGO.Length; ++i)
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{
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if (waypoints.Length == 0) return;
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-
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+ // Set a new destination if the waiting time is over
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if (timer[i] >= currentWait[i])
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{
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for (int j = 0; j < humansGO[i].Length; ++j)
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{
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+ // Set new destination iff the human reached his destination or (only in first iteration) target vector is zero
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if (target[i][j] == Vector3.zero ||
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humansNMA[i][j].velocity.magnitude <= 0.01f ||
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humansNMA[i][j].remainingDistance <= humansNMA[i][j].stoppingDistance ||
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humansNMA[i][j].pathStatus == NavMeshPathStatus.PathComplete ||
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!humansNMA[i][j].hasPath)
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{
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+ // Random index for waypointsList
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if (maxWPCount <= 0) maxWPCount = waypointsList.Count;
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int currentWPIndex = Random.Range(0, maxWPCount);
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target[i][j] = CheckTarget(waypointsList[currentWPIndex].transform.position, targetScattering);
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-
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+ // Random index for waitingTimer
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int currentWaitingIndex = Random.Range(0, waitingTimer[currentWPIndex].Count);
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currentWait[i] = waitingTimer[currentWPIndex][currentWaitingIndex];
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RemoveIndexFromWaitingTimer(currentWPIndex, currentWaitingIndex);
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- // fill waiting Timer, bc preparation for next iteration
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- if (waitingTimer[i].Count <= 0)
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+ // Fill waiting timer with default, if it is empty, to get a new waiting time for the next iteration
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+ if (waitingTimer[currentWPIndex].Count <= 0)
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{
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- waitingTimer[i] = new List<int>(waitingList);
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- countFilling++;
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+ waitingTimer[currentWPIndex] = new List<int>(waitingList);
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+ countFilling++; // to check if all waitingTimer entries are processed
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}
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+ // Set destination and animation
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if (target[i][0].x != float.PositiveInfinity)
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{
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if (humansNMA[i][j].isActiveAndEnabled)
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humansNMA[i][j].SetDestination(target[i][j]);
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humansA[i][j].SetBool(isWalking, humansNMA[i][j].velocity.magnitude > 0.01f);
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-
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}
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- // remove from list to ensure that all WP are visited at the frequency indicated; if list empty fill list with initial WPs
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+ // Append the current WP and the waiting time from both lists to the end to ensure that all WPs and waiting timers are visited at the frequency indicated,
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+ // afterwords decrement the imaginated max length by 1
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AppendIndexToEndWP(currentWPIndex);
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AppendIndexToEndWT(currentWPIndex);
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maxWPCount--;
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@@ -120,18 +127,18 @@ public class WanderingAI : MonoBehaviour
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}
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}
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}
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+ // Wait until the waiting time is over
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else
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{
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for (int j = 0; j < humansGO[i].Length; ++j)
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{
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+ // Set walking state and priority; increment timer
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humansA[i][j].SetBool(isWalking, humansNMA[i][j].velocity.magnitude > 0.01f);
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if (humansNMA[i][j].remainingDistance <= humansNMA[i][j].stoppingDistance)
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timer[i] += Time.deltaTime;
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// if humans are not walking, then set priority to 0 so that the other humans dont disturb them
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if (humansNMA[i][j].velocity.magnitude <= 0.01f)
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- {
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humansNMA[i][j].avoidancePriority = 0;
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- }
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else
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humansNMA[i][j].avoidancePriority = humansPrio[i][j];
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}
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