with the introduction of sectors the tasks using spline-based pathfinding is broken.
separately the node-based and spline-based pathfinding works, but making them
work together might not be easy to do.
there’s some blending issue in startmove states which have 2-step startrun mixed w 1-step startwalk anim.
progress since then:
fixed dialogue repeat bug
added foot sounds. this is not the usual animation-event method, but uses foot positions.
aiWalkerCX upgrade.
switched to class list from class array.
the tasks are divided into two types: pathfinding tasks (nodes/splines/direct) and constant tasks (find/attack etc).
was thinking about executing task while doing a task, but
looks like the final version will be simply stacking tasks.
also adding schedNext for chaining scheduled tasks.
decoupled scheduled settings from methods that set up tasks so other logic can govern them too
and also nodes and splines based pathfinding is better separated
these examples show tasks of
task go to: walking to target
task find: a car + on reach: get in
initiated if task find executed: task drive to
initiated if task drive executed: task go to
(the first example shows ai walking to the car and get in, and driving is keyboard input from then on)
future: obstacle avoidance, walking around car should be better
the previous one worked 60% of the time, this around 85%. [can stuck in edge cases]
the vehicle driveCX supports mesh and skinnedmesh too for extents
supports nonuniform scaled objects
found an issue with TASKS created from dialogue [now working]
more info about tasks
physics of vehicles (driveCX and chopperCX) had to be configured for new unity versions
got the driving pretty close to 5.6 in 2022.3
great news:
driveCX can use other controllers for driving, while keeping other features of driveCX intact and usable like enter/exit, collision damage, door/window, transportMX etc
tested with Semi-Realistic Car Physics, ai driving not supported yet (but the bridge through driveCX is set up)