diff options
| author | chai <215380520@qq.com> | 2024-05-23 10:08:29 +0800 | 
|---|---|---|
| committer | chai <215380520@qq.com> | 2024-05-23 10:08:29 +0800 | 
| commit | 8722a9920c1f6119bf6e769cba270e63097f8e25 (patch) | |
| tree | 2eaf9865de7fb1404546de4a4296553d8f68cc3b /Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/AI/AIPath.cs | |
| parent | 3ba4020b69e5971bb0df7ee08b31d10ea4d01937 (diff) | |
+ astar project
Diffstat (limited to 'Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/AI/AIPath.cs')
| -rw-r--r-- | Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/AI/AIPath.cs | 542 | 
1 files changed, 542 insertions, 0 deletions
diff --git a/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/AI/AIPath.cs b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/AI/AIPath.cs new file mode 100644 index 0000000..49b9648 --- /dev/null +++ b/Other/AstarPathfindingDemo/Packages/com.arongranberg.astar/Core/AI/AIPath.cs @@ -0,0 +1,542 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace Pathfinding { +	using Pathfinding.Util; +	using Pathfinding.Drawing; + +	/// <summary> +	/// AI for following paths. +	/// +	/// This AI is the default movement script which comes with the A* Pathfinding Project. +	/// It is in no way required by the rest of the system, so feel free to write your own. But I hope this script will make it easier +	/// to set up movement for the characters in your game. +	/// This script works well for many types of units, but if you need the highest performance (for example if you are moving hundreds of characters) you +	/// may want to customize this script or write a custom movement script to be able to optimize it specifically for your game. +	/// +	/// This script will try to move to a given <see cref="destination"/>. At <see cref="repathRate regular"/>, the path to the destination will be recalculated. +	/// If you want to make the AI to follow a particular object you can attach the <see cref="Pathfinding.AIDestinationSetter"/> component. +	/// Take a look at the getstarted (view in online documentation for working links) tutorial for more instructions on how to configure this script. +	/// +	/// Here is a video of this script being used move an agent around (technically it uses the <see cref="Pathfinding.Examples.MineBotAI"/> script that inherits from this one but adds a bit of animation support for the example scenes): +	/// [Open online documentation to see videos] +	/// +	/// \section variables Quick overview of the variables +	/// In the inspector in Unity, you will see a bunch of variables. You can view detailed information further down, but here's a quick overview. +	/// +	/// The <see cref="repathRate"/> determines how often it will search for new paths, if you have fast moving targets, you might want to set it to a lower value. +	/// The <see cref="destination"/> field is where the AI will try to move, it can be a point on the ground where the player has clicked in an RTS for example. +	/// Or it can be the player object in a zombie game. +	/// The <see cref="maxSpeed"/> is self-explanatory, as is <see cref="rotationSpeed"/>. however <see cref="slowdownDistance"/> might require some explanation: +	/// It is the approximate distance from the target where the AI will start to slow down. Setting it to a large value will make the AI slow down very gradually. +	/// <see cref="pickNextWaypointDist"/> determines the distance to the point the AI will move to (see image below). +	/// +	/// Below is an image illustrating several variables that are exposed by this class (<see cref="pickNextWaypointDist"/>, <see cref="steeringTarget"/>, <see cref="desiredVelocity)"/> +	/// [Open online documentation to see images] +	/// +	/// This script has many movement fallbacks. +	/// If it finds an RVOController attached to the same GameObject as this component, it will use that. If it finds a character controller it will also use that. +	/// If it finds a rigidbody it will use that. Lastly it will fall back to simply modifying Transform.position which is guaranteed to always work and is also the most performant option. +	/// +	/// \section how-aipath-works How it works +	/// In this section I'm going to go over how this script is structured and how information flows. +	/// This is useful if you want to make changes to this script or if you just want to understand how it works a bit more deeply. +	/// However you do not need to read this section if you are just going to use the script as-is. +	/// +	/// This script inherits from the <see cref="AIBase"/> class. The movement happens either in Unity's standard Update or FixedUpdate method. +	/// They are both defined in the AIBase class. Which one is actually used depends on if a rigidbody is used for movement or not. +	/// Rigidbody movement has to be done inside the FixedUpdate method while otherwise it is better to do it in Update. +	/// +	/// From there a call is made to the <see cref="MovementUpdate"/> method (which in turn calls <see cref="MovementUpdateInternal)"/>. +	/// This method contains the main bulk of the code and calculates how the AI *wants* to move. However it doesn't do any movement itself. +	/// Instead it returns the position and rotation it wants the AI to move to have at the end of the frame. +	/// The Update (or FixedUpdate) method then passes these values to the <see cref="FinalizeMovement"/> method which is responsible for actually moving the character. +	/// That method also handles things like making sure the AI doesn't fall through the ground using raycasting. +	/// +	/// The AI recalculates its path regularly. This happens in the Update method which checks <see cref="shouldRecalculatePath"/>, and if that returns true it will call <see cref="SearchPath"/>. +	/// The <see cref="SearchPath"/> method will prepare a path request and send it to the <see cref="Seeker"/> component, which should be attached to the same GameObject as this script. +	/// </summary> +	[AddComponentMenu("Pathfinding/AI/AIPath (2D,3D)")] +	[UniqueComponent(tag = "ai")] +	public partial class AIPath : AIBase, IAstarAI { +		/// <summary> +		/// How quickly the agent accelerates. +		/// Positive values represent an acceleration in world units per second squared. +		/// Negative values are interpreted as an inverse time of how long it should take for the agent to reach its max speed. +		/// For example if it should take roughly 0.4 seconds for the agent to reach its max speed then this field should be set to -1/0.4 = -2.5. +		/// For a negative value the final acceleration will be: -acceleration*maxSpeed. +		/// This behaviour exists mostly for compatibility reasons. +		/// +		/// In the Unity inspector there are two modes: Default and Custom. In the Default mode this field is set to -2.5 which means that it takes about 0.4 seconds for the agent to reach its top speed. +		/// In the Custom mode you can set the acceleration to any positive value. +		/// </summary> +		public float maxAcceleration = -2.5f; + +		/// <summary> +		/// Rotation speed in degrees per second. +		/// Rotation is calculated using Quaternion.RotateTowards. This variable represents the rotation speed in degrees per second. +		/// The higher it is, the faster the character will be able to rotate. +		/// </summary> +		[UnityEngine.Serialization.FormerlySerializedAs("turningSpeed")] +		public float rotationSpeed = 360; + +		/// <summary>Distance from the end of the path where the AI will start to slow down</summary> +		public float slowdownDistance = 0.6F; + +		/// <summary> +		/// How far the AI looks ahead along the path to determine the point it moves to. +		/// In world units. +		/// If you enable the <see cref="alwaysDrawGizmos"/> toggle this value will be visualized in the scene view as a blue circle around the agent. +		/// [Open online documentation to see images] +		/// +		/// Here are a few example videos showing some typical outcomes with good values as well as how it looks when this value is too low and too high. +		/// <table> +		/// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-danger">Too low</span><br/></verbatim>\endxmlonly A too low value and a too low acceleration will result in the agent overshooting a lot and not managing to follow the path well.</td></tr> +		/// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-warning">Ok</span><br/></verbatim>\endxmlonly A low value but a high acceleration works decently to make the AI follow the path more closely. Note that the <see cref="Pathfinding.AILerp"/> component is better suited if you want the agent to follow the path without any deviations.</td></tr> +		/// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-success">Ok</span><br/></verbatim>\endxmlonly A reasonable value in this example.</td></tr> +		/// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-success">Ok</span><br/></verbatim>\endxmlonly A reasonable value in this example, but the path is followed slightly more loosely than in the previous video.</td></tr> +		/// <tr><td>[Open online documentation to see videos]</td><td>\xmlonly <verbatim><span class="label label-danger">Too high</span><br/></verbatim>\endxmlonly A too high value will make the agent follow the path too loosely and may cause it to try to move through obstacles.</td></tr> +		/// </table> +		/// </summary> +		public float pickNextWaypointDist = 2; + +		/// <summary>Draws detailed gizmos constantly in the scene view instead of only when the agent is selected and settings are being modified</summary> +		public bool alwaysDrawGizmos; + +		/// <summary> +		/// Slow down when not facing the target direction. +		/// Incurs at a small performance overhead. +		/// +		/// This setting only has an effect if <see cref="enableRotation"/> is enabled. +		/// </summary> +		public bool slowWhenNotFacingTarget = true; + +		/// <summary> +		/// Prevent the velocity from being too far away from the forward direction of the character. +		/// If the character is ordered to move in the opposite direction from where it is facing +		/// then enabling this will cause it to make a small loop instead of turning on the spot. +		/// +		/// This setting only has an effect if <see cref="slowWhenNotFacingTarget"/> is enabled. +		/// </summary> +		public bool preventMovingBackwards = false; + +		/// <summary> +		/// Ensure that the character is always on the traversable surface of the navmesh. +		/// When this option is enabled a <see cref="AstarPath.GetNearest"/> query will be done every frame to find the closest node that the agent can walk on +		/// and if the agent is not inside that node, then the agent will be moved to it. +		/// +		/// This is especially useful together with local avoidance in order to avoid agents pushing each other into walls. +		/// See: local-avoidance (view in online documentation for working links) for more info about this. +		/// +		/// This option also integrates with local avoidance so that if the agent is say forced into a wall by other agents the local avoidance +		/// system will be informed about that wall and can take that into account. +		/// +		/// Enabling this has some performance impact depending on the graph type (pretty fast for grid graphs, slightly slower for navmesh/recast graphs). +		/// If you are using a navmesh/recast graph you may want to switch to the <see cref="Pathfinding.RichAI"/> movement script which is specifically written for navmesh/recast graphs and +		/// does this kind of clamping out of the box. In many cases it can also follow the path more smoothly around sharp bends in the path. +		/// +		/// It is not recommended that you use this option together with the funnel modifier on grid graphs because the funnel modifier will make the path +		/// go very close to the border of the graph and this script has a tendency to try to cut corners a bit. This may cause it to try to go slightly outside the +		/// traversable surface near corners and that will look bad if this option is enabled. +		/// +		/// Warning: This option makes no sense to use on point graphs because point graphs do not have a surface. +		/// Enabling this option when using a point graph will lead to the agent being snapped to the closest node every frame which is likely not what you want. +		/// +		/// Below you can see an image where several agents using local avoidance were ordered to go to the same point in a corner. +		/// When not constraining the agents to the graph they are easily pushed inside obstacles. +		/// [Open online documentation to see images] +		/// </summary> +		public bool constrainInsideGraph = false; + +		/// <summary>Current path which is followed</summary> +		protected Path path; + +		/// <summary>Represents the current steering target for the agent</summary> +		protected PathInterpolator.Cursor interpolator; +		/// <summary>Helper which calculates points along the current path</summary> +		protected PathInterpolator interpolatorPath = new PathInterpolator(); + +		#region IAstarAI implementation + +		/// <summary>\copydoc Pathfinding::IAstarAI::Teleport</summary> +		public override void Teleport (Vector3 newPosition, bool clearPath = true) { +			reachedEndOfPath = false; +			base.Teleport(newPosition, clearPath); +		} + +		/// <summary>\copydoc Pathfinding::IAstarAI::remainingDistance</summary> +		public float remainingDistance => interpolator.valid ? interpolator.remainingDistance + movementPlane.ToPlane(interpolator.position - position).magnitude : float.PositiveInfinity; + +		/// <summary>\copydoc Pathfinding::IAstarAI::reachedDestination</summary> +		public override bool reachedDestination { +			get { +				if (!reachedEndOfPath) return false; +				if (!interpolator.valid || remainingDistance + movementPlane.ToPlane(destination - interpolator.endPoint).magnitude > endReachedDistance) return false; + +				// Don't do height checks in 2D mode +				if (orientation != OrientationMode.YAxisForward) { +					// Check if the destination is above the head of the character or far below the feet of it +					movementPlane.ToPlane(destination - position, out float yDifference); +					var h = tr.localScale.y * height; +					if (yDifference > h || yDifference < -h*0.5) return false; +				} + +				return true; +			} +		} + +		/// <summary>\copydoc Pathfinding::IAstarAI::reachedEndOfPath</summary> +		public bool reachedEndOfPath { get; protected set; } + +		/// <summary>\copydoc Pathfinding::IAstarAI::hasPath</summary> +		public bool hasPath => interpolator.valid; + +		/// <summary>\copydoc Pathfinding::IAstarAI::pathPending</summary> +		public bool pathPending => waitingForPathCalculation; + +		/// <summary>\copydoc Pathfinding::IAstarAI::steeringTarget</summary> +		public Vector3 steeringTarget => interpolator.valid ? interpolator.position : position; + +		/// <summary>\copydoc Pathfinding::IAstarAI::endOfPath</summary> +		public override Vector3 endOfPath { +			get { +				if (interpolator.valid) return interpolator.endPoint; +				if (float.IsFinite(destination.x)) return destination; +				return position; +			} +		} + +		/// <summary>\copydoc Pathfinding::IAstarAI::radius</summary> +		float IAstarAI.radius { get => radius; set => radius = value; } + +		/// <summary>\copydoc Pathfinding::IAstarAI::height</summary> +		float IAstarAI.height { get => height; set => height = value; } + +		/// <summary>\copydoc Pathfinding::IAstarAI::maxSpeed</summary> +		float IAstarAI.maxSpeed { get => maxSpeed; set => maxSpeed = value; } + +		/// <summary>\copydoc Pathfinding::IAstarAI::canSearch</summary> +		bool IAstarAI.canSearch { get => canSearch; set => canSearch = value; } + +		/// <summary>\copydoc Pathfinding::IAstarAI::canMove</summary> +		bool IAstarAI.canMove { get => canMove; set => canMove = value; } + +		/// <summary>\copydoc Pathfinding::IAstarAI::movementPlane</summary> +		NativeMovementPlane IAstarAI.movementPlane => new NativeMovementPlane(movementPlane); + +		#endregion + +		/// <summary>\copydocref{IAstarAI.GetRemainingPath(List<Vector3>,bool)}</summary> +		public void GetRemainingPath (List<Vector3> buffer, out bool stale) { +			buffer.Clear(); +			buffer.Add(position); +			if (!interpolator.valid) { +				stale = true; +				return; +			} + +			stale = false; +			interpolator.GetRemainingPath(buffer); +		} + +		/// <summary>\copydocref{IAstarAI.GetRemainingPath(List<Vector3>,List<PathPartWithLinkInfo>,bool)}</summary> +		public void GetRemainingPath (List<Vector3> buffer, List<PathPartWithLinkInfo> partsBuffer, out bool stale) { +			GetRemainingPath(buffer, out stale); +			// This movement script doesn't keep track of path parts, so we just add the whole path as a single part +			if (partsBuffer != null) { +				partsBuffer.Clear(); +				partsBuffer.Add(new PathPartWithLinkInfo { startIndex = 0, endIndex = buffer.Count - 1 }); +			} +		} + +		protected override void OnDisable () { +			// This will, among other things call ClearPath +			base.OnDisable(); +			rotationFilterState = Vector2.zero; +			rotationFilterState2 = Vector2.zero; +		} + +		/// <summary> +		/// The end of the path has been reached. +		/// If you want custom logic for when the AI has reached it's destination add it here. You can +		/// also create a new script which inherits from this one and override the function in that script. +		/// +		/// This method will be called again if a new path is calculated as the destination may have changed. +		/// So when the agent is close to the destination this method will typically be called every <see cref="repathRate"/> seconds. +		/// +		/// Deprecated: Avoid overriding this method. Instead poll the <see cref="reachedDestination"/> or <see cref="reachedEndOfPath"/> properties. +		/// </summary> +		public virtual void OnTargetReached () { +		} + +		protected virtual void UpdateMovementPlane () { +			if (path.path == null || path.path.Count == 0) return; +			var graph = AstarData.GetGraph(path.path[0]) as ITransformedGraph; +			IMovementPlane graphTransform = graph != null ? graph.transform : (orientation == OrientationMode.YAxisForward ? new GraphTransform(Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(-90, 270, 90), Vector3.one)) : GraphTransform.identityTransform); + +			movementPlane = graphTransform.ToSimpleMovementPlane(); +		} + +		/// <summary> +		/// Called when a requested path has been calculated. +		/// A path is first requested by <see cref="SearchPath"/>, it is then calculated, probably in the same or the next frame. +		/// Finally it is returned to the seeker which forwards it to this function. +		/// </summary> +		protected override void OnPathComplete (Path newPath) { +			ABPath p = newPath as ABPath; + +			if (p == null) throw new System.Exception("This function only handles ABPaths, do not use special path types"); + +			waitingForPathCalculation = false; + +			// Increase the reference count on the new path. +			// This is used for object pooling to reduce allocations. +			p.Claim(this); + +			// Path couldn't be calculated of some reason. +			// More info in p.errorLog (debug string) +			if (p.error) { +				p.Release(this); +				SetPath(null); +				return; +			} + +			// Release the previous path. +			if (path != null) path.Release(this); + +			// Replace the old path +			path = p; + +			// The RandomPath and MultiTargetPath do not have a well defined destination that could have been +			// set before the paths were calculated. So we instead set the destination here so that some properties +			// like #reachedDestination and #remainingDistance work correctly. +			if (!p.endPointKnownBeforeCalculation) { +				destination = p.originalEndPoint; +			} + +			// Make sure the path contains at least 2 points +			if (path.vectorPath.Count == 1) path.vectorPath.Add(path.vectorPath[0]); +			interpolatorPath.SetPath(path.vectorPath); +			interpolator = interpolatorPath.start; + +			UpdateMovementPlane(); + +			// Reset some variables +			reachedEndOfPath = false; + +			// Simulate movement from the point where the path was requested +			// to where we are right now. This reduces the risk that the agent +			// gets confused because the first point in the path is far away +			// from the current position (possibly behind it which could cause +			// the agent to turn around, and that looks pretty bad). +			interpolator.MoveToLocallyClosestPoint((GetFeetPosition() + p.originalStartPoint) * 0.5f); +			interpolator.MoveToLocallyClosestPoint(GetFeetPosition()); + +			// Update which point we are moving towards. +			// Note that we need to do this here because otherwise the remainingDistance field might be incorrect for 1 frame. +			// (due to interpolator.remainingDistance being incorrect). +			interpolator.MoveToCircleIntersection2D(position, pickNextWaypointDist, movementPlane); + +			var distanceToEnd = remainingDistance; + +			if (distanceToEnd <= endReachedDistance) { +				reachedEndOfPath = true; +				OnTargetReached(); +			} +		} + +		protected override void ClearPath () { +			CancelCurrentPathRequest(); +			// Release current path so that it can be pooled +			if (path != null) path.Release(this); +			path = null; +			interpolatorPath.SetPath(null); +			reachedEndOfPath = false; +		} + +		/// <summary>Called during either Update or FixedUpdate depending on if rigidbodies are used for movement or not</summary> +		protected override void MovementUpdateInternal (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation) { +			float currentAcceleration = maxAcceleration; + +			// If negative, calculate the acceleration from the max speed +			if (currentAcceleration < 0) currentAcceleration *= -maxSpeed; + +			if (updatePosition) { +				// Get our current position. We read from transform.position as few times as possible as it is relatively slow +				// (at least compared to a local variable) +				simulatedPosition = tr.position; +			} +			if (updateRotation) simulatedRotation = tr.rotation; + +			var currentPosition = simulatedPosition; + +			// Normalized direction of where the agent is looking +			var forwards = movementPlane.ToPlane(simulatedRotation * (orientation == OrientationMode.YAxisForward ? Vector3.up : Vector3.forward)); + +			// Check if we have a valid path to follow and some other script has not stopped the character +			bool stopped = isStopped || (reachedDestination && whenCloseToDestination == CloseToDestinationMode.Stop); + +			if (rvoController != null) rvoDensityBehavior.Update(rvoController.enabled, reachedDestination, ref stopped, ref rvoController.priorityMultiplier, ref rvoController.flowFollowingStrength, currentPosition); + +			float speedLimitFactor = 0; +			float distanceToEnd; +			// Check if we have a path to follow +			if (interpolator.valid) { +				// Update which point we are moving towards +				interpolator.MoveToCircleIntersection2D(currentPosition, pickNextWaypointDist, movementPlane); +				var dir = movementPlane.ToPlane(steeringTarget - currentPosition); + +				// Calculate the distance to the end of the path +				distanceToEnd = dir.magnitude + Mathf.Max(0, interpolator.remainingDistance); + +				// Check if we have reached the target +				var prevTargetReached = reachedEndOfPath; +				reachedEndOfPath = distanceToEnd <= endReachedDistance; +				if (!prevTargetReached && reachedEndOfPath) OnTargetReached(); + +				if (!stopped) { +					// How fast to move depending on the distance to the destination. +					// Move slower as the character gets closer to the destination. +					// This is always a value between 0 and 1. +					speedLimitFactor = distanceToEnd < slowdownDistance? Mathf.Sqrt(distanceToEnd / slowdownDistance) : 1; +					velocity2D += MovementUtilities.CalculateAccelerationToReachPoint(dir, dir.normalized*maxSpeed, velocity2D, currentAcceleration, rotationSpeed, maxSpeed, forwards) * deltaTime; +				} +			} else { +				reachedEndOfPath = false; +				distanceToEnd = float.PositiveInfinity; +			} + +			if (!interpolator.valid || stopped) { +				// Slow down as quickly as possible +				velocity2D -= Vector2.ClampMagnitude(velocity2D, currentAcceleration * deltaTime); +				// We are already slowing down as quickly as possible. Avoid limiting the speed in other ways. +				speedLimitFactor = 1; +			} + +			velocity2D = MovementUtilities.ClampVelocity(velocity2D, maxSpeed, speedLimitFactor, slowWhenNotFacingTarget && enableRotation, preventMovingBackwards, forwards); + +			ApplyGravity(deltaTime); +			bool avoidingOtherAgents = false; + +			if (rvoController != null && rvoController.enabled) { +				// Send a message to the RVOController that we want to move +				// with this velocity. In the next simulation step, this +				// velocity will be processed and it will be fed back to the +				// rvo controller and finally it will be used by this script +				// when calling the CalculateMovementDelta method below + +				// Make sure that we don't move further than to the end point +				// of the path. If the RVO simulation FPS is low and we did +				// not do this, the agent might overshoot the target a lot. +				var rvoTarget = currentPosition + movementPlane.ToWorld(Vector2.ClampMagnitude(velocity2D, distanceToEnd), 0f); +				rvoController.SetTarget(rvoTarget, velocity2D.magnitude, maxSpeed, endOfPath); +				avoidingOtherAgents = rvoController.AvoidingAnyAgents; +			} + +			// Set how much the agent wants to move during this frame +			var delta2D = lastDeltaPosition = CalculateDeltaToMoveThisFrame(currentPosition, distanceToEnd, deltaTime); +			nextPosition = currentPosition + movementPlane.ToWorld(delta2D, verticalVelocity * deltaTime); +			CalculateNextRotation(speedLimitFactor, avoidingOtherAgents, out nextRotation); +		} + +		Vector2 rotationFilterState, rotationFilterState2; + +		protected virtual void CalculateNextRotation (float slowdown, bool avoidingOtherAgents, out Quaternion nextRotation) { +			if (lastDeltaTime > 0.00001f && enableRotation) { +				// Rotate towards the direction we are moving in +				// Filter out noise in the movement direction +				// This is especially important when the agent is almost standing still and when using local avoidance +				float noiseThreshold = radius * tr.localScale.x * 0.2f; +				float rotationSpeedFactor = MovementUtilities.FilterRotationDirection(ref rotationFilterState, ref rotationFilterState2, lastDeltaPosition, noiseThreshold, lastDeltaTime, avoidingOtherAgents); +				nextRotation = SimulateRotationTowards(rotationFilterState, rotationSpeed * lastDeltaTime * rotationSpeedFactor, rotationSpeed * lastDeltaTime); +			} else { +				// TODO: simulatedRotation +				nextRotation = rotation; +			} +		} + +		static NNConstraint cachedNNConstraint = NNConstraint.Walkable; +		protected override Vector3 ClampToNavmesh (Vector3 position, out bool positionChanged) { +			if (constrainInsideGraph) { +				cachedNNConstraint.tags = seeker.traversableTags; +				cachedNNConstraint.graphMask = seeker.graphMask; +				cachedNNConstraint.distanceMetric = DistanceMetric.ClosestAsSeenFromAboveSoft(); +				// Note: We don't want to set nn.constrainDistance = false (i.e. allow finding nodes arbitrarily far away), because that can lead to harsh +				// performance cliffs if agents for example fall through the ground or get thrown off the map, or something like that (it's bound to happen in some games). +				var nearestOnNavmesh = AstarPath.active.GetNearest(position, cachedNNConstraint); + +				if (nearestOnNavmesh.node == null) { +					// Found no valid node to constrain to. This can happen if there are no valid nodes close enough to the agent. +					positionChanged = false; +					return position; +				} + +				var clampedPosition = nearestOnNavmesh.position; + +				if (rvoController != null && rvoController.enabled) { +					// Inform the RVO system about the edges of the navmesh which will allow +					// it to better keep inside the navmesh in the first place. +					rvoController.SetObstacleQuery(nearestOnNavmesh.node); +				} + +				// We cannot simply check for equality because some precision may be lost +				// if any coordinate transformations are used. +				var difference = movementPlane.ToPlane(clampedPosition - position); +				float sqrDifference = difference.sqrMagnitude; +				if (sqrDifference > 0.001f*0.001f) { +					// The agent was outside the navmesh. Remove that component of the velocity +					// so that the velocity only goes along the direction of the wall, not into it +					velocity2D -= difference * Vector2.Dot(difference, velocity2D) / sqrDifference; + +					positionChanged = true; +					// Return the new position, but ignore any changes in the y coordinate from the ClampToNavmesh method as the y coordinates in the navmesh are rarely very accurate +					return position + movementPlane.ToWorld(difference); +				} +			} + +			positionChanged = false; +			return position; +		} + +#if UNITY_EDITOR +		[System.NonSerialized] +		int gizmoHash = 0; + +		[System.NonSerialized] +		float lastChangedTime = float.NegativeInfinity; + +		protected static readonly Color GizmoColor = new Color(46.0f/255, 104.0f/255, 201.0f/255); + +		public override void DrawGizmos () { +			base.DrawGizmos(); + +			// If alwaysDrawGizmos is false, gizmos are only visible for a short while after the user changes any settings on this component +			var newGizmoHash = pickNextWaypointDist.GetHashCode() ^ slowdownDistance.GetHashCode() ^ endReachedDistance.GetHashCode(); + +			if (newGizmoHash != gizmoHash && gizmoHash != 0) lastChangedTime = Time.realtimeSinceStartup; +			gizmoHash = newGizmoHash; +			float alpha = alwaysDrawGizmos ? 1 : Mathf.SmoothStep(1, 0, (Time.realtimeSinceStartup - lastChangedTime - 5f)/0.5f) * (GizmoContext.selectionSize == 1 ? 1 : 0); + +			if (alpha > 0) { +				// Make sure the scene view is repainted while the gizmos are visible +				if (!alwaysDrawGizmos) UnityEditor.SceneView.RepaintAll(); +				Draw.Line(position, steeringTarget, GizmoColor * new Color(1, 1, 1, alpha)); +				using (Draw.WithMatrix(Matrix4x4.TRS(position, transform.rotation * (orientation == OrientationMode.YAxisForward ? Quaternion.Euler(-90, 0, 0) : Quaternion.identity), Vector3.one))) { +					Draw.xz.Circle(Vector3.zero, pickNextWaypointDist, GizmoColor * new Color(1, 1, 1, alpha)); +					Draw.xz.Circle(Vector3.zero, slowdownDistance, Color.Lerp(GizmoColor, Color.red, 0.5f) * new Color(1, 1, 1, alpha)); +					Draw.xz.Circle(Vector3.zero, endReachedDistance, Color.Lerp(GizmoColor, Color.red, 0.8f) * new Color(1, 1, 1, alpha)); +				} +			} +		} +#endif + +		protected override void OnUpgradeSerializedData (ref Serialization.Migrations migrations, bool unityThread) { +			if (migrations.IsLegacyFormat) { +				// Approximately convert from a damping value to a degrees per second value. +				if (migrations.LegacyVersion < 1) rotationSpeed *= 90; +				// The base call will migrate the legacy format further +			} +			base.OnUpgradeSerializedData(ref migrations, unityThread); +		} +	} +}  | 
