Hi. I am writing a C# script on Unity 3D.
I’m working on pathfinding now.
The path has been found correctly in the Array List and the Object can move according to the path with a constant speed.
Then, I want to improvise, where when the path found is a straight line, the object will increase its speed. Meanwhile, when the path turns the object will reduce its speed again.
Here, I don’t know how to group between straight and turning paths in an arrayList.
Thankyou for helping me ![]()
This is the code :
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
public abstract class Unit : MonoBehaviour
{
#region public variables
public GameObject Astar;
public bool drawGizmos = false;
protected float gravity = 9.8f;
public Transform target;
public Transform NPC;
public Vector3 lastTargetPosition;
public float movementSpeed;
public float rotationSpeed = 85;
protected float distanceToPath = 1;
public Vector2 currentPosition = new Vector2(0, 0);
protected int spacesMoved = 0;
// Default action times to 5 second interval
protected float period = 1f;
protected float nextActionTime = 1f;
protected bool isSafeToUpdatePath = false;
protected int pathFoundCount = 0;
protected bool isMoving = false;
protected bool isTargetReached = false;
#endregion
#region member variables
public Vector3[] m_path;
protected int m_targetIndex;
protected CharacterController m_characterController;
private Node lastNodePosition;
private List<Node> lastPositionNeighbors;
private Vector3 m_lastKnownPosition;
private Quaternion m_lookAtRotation;
private GridSystem m_grid;
private Coroutine lastRoutine = null;
private bool preventExtraNodeUpdate = false;
public Stopwatch timer;
#endregion
public virtual void Awake()
{
timer = new Stopwatch();
if (Astar != null)
m_grid = Astar.GetComponent<GridSystem>();
}
public virtual void Start()
{
m_characterController = GetComponent<CharacterController>();
timer.Reset();
timer.Start();
PathRequestManager.RequestPath(transform.position, target.position, OnPathFound);
lastTargetPosition = target.position;
UnityEngine.Debug.Log("NPC Position : " + transform.position);
UnityEngine.Debug.Log("Target Position : " + target.position);
}
public virtual void Update()
{
if (Time.time > nextActionTime) //update path setiap 1f
{
nextActionTime += period;
isSafeToUpdatePath = true;
}
else
{
isSafeToUpdatePath = false;
}
//If we don't check !isMoving the AI may get stuck waiting to update the grid for nextActionTime.
if (target.position != lastTargetPosition)
{
isMoving = true;
UpdateNodePosition();
UpdatePath();
UpdateRotation();
}
lastTargetPosition = target.position;
}
public void UpdatePath()
{
lastNodePosition.walkable = Walkable.Passable;
PathRequestManager.RequestPath(transform.position, target.position, OnPathFound);
}
public virtual void OnPathFound(Vector3[] newPath, bool pathSuccessful)
{
if (pathSuccessful)
{
pathFoundCount++;
m_path = newPath;
m_targetIndex = 0;
// Stop coroutine if it is already running.
if (lastRoutine != null)
StopCoroutine(lastRoutine);
lastRoutine = StartCoroutine(FollowPath());
}
}
public float time;
public virtual IEnumerator FollowPath()
{
Vector3 currentPath = m_path[0];
while (true)
{
if (Vector3.Distance(transform.position, currentPath) < distanceToPath)
{
m_targetIndex++;
// If we are done with path.
if (m_targetIndex >= m_path.Length)
{
timer.Stop();
UnityEngine.Debug.Log("Time Move : " + timer.ElapsedMilliseconds);
isMoving = false;
yield break;
}
currentPath = m_path[m_targetIndex];
}
float Distance = Vector3.Distance(NPC.transform.position, target.transform.position);
UnityEngine.Debug.Log("Distance : " + Distance);
// Occurs each frame
//move follow path
UpdatePosition(currentPath);
yield return null;
}
}
public virtual void UpdatePosition(Vector3 destination)
{
Node node = m_grid.NodeFromWorldPoint(transform.position);
Vector3 direction = destination - transform.position;
movementSpeed = 1;
transform.Translate(direction.normalized * movementSpeed * Time.deltaTime, Space.World);
UnityEngine.Debug.Log("Speed NPC : " + movementSpeed);
}
public virtual void UpdateRotation()
{
m_lastKnownPosition = target.transform.position;
m_lookAtRotation = Quaternion.LookRotation(m_lastKnownPosition - transform.position);
if (transform.rotation != m_lookAtRotation)
transform.rotation = Quaternion.RotateTowards(transform.rotation, m_lookAtRotation, rotationSpeed * Time.deltaTime);
}
public void UpdateNodePosition()
{
Node node = m_grid.NodeFromWorldPoint(transform.position);
if (isMoving == false)
{
lastPositionNeighbors = m_grid.GetNeighbours(node);
foreach (Node n in lastPositionNeighbors)
{
if (n.walkable != Walkable.Impassable)
n.walkable = Walkable.Blocked;
}
node.walkable = Walkable.Blocked;
lastNodePosition = node;
currentPosition = new Vector2(node.gridX, node.gridY);
return;
}
if (lastNodePosition != null && isMoving)
{
preventExtraNodeUpdate = false;
lastPositionNeighbors = m_grid.GetNeighbours(node);
lastNodePosition.walkable = Walkable.Passable;
if (lastPositionNeighbors != null)
foreach (Node n in lastPositionNeighbors)
{
if (n.walkable != Walkable.Impassable)
n.walkable = Walkable.Passable;
}
if (!node.Equals(lastNodePosition))
spacesMoved++;
}
else
{
node.walkable = Walkable.Blocked;
lastNodePosition = node;
currentPosition = new Vector2(node.gridX, node.gridY);
}
}
public void OnDrawGizmos()
{
if (!drawGizmos)
return;
if (m_path != null)
{
for (int i = m_targetIndex; i < m_path.Length; i++)
{
Gizmos.color = Color.black;
Gizmos.DrawCube(m_path[i], Vector3.one);
}
}
}
}
this is screenshot :
https://drive.google.com/file/d/12CHc2044xElUSJn-_9oZJfRD-CVsCBjZ/view?usp=sharing