using UnityEngine;
using Unity.Mathematics;
namespace Pathfinding {
using Pathfinding.Drawing;
///
/// Policy for how often to recalculate an agent's path.
///
/// See:
/// See:
///
[System.Serializable]
public class AutoRepathPolicy {
/// Policy mode for how often to recalculate an agent's path.
public enum Mode {
///
/// Never automatically recalculate the path.
/// Paths can be recalculated manually by for example calling or .
/// This mode is useful if you want full control of when the agent calculates its path.
///
Never,
///
/// Recalculate the path every seconds.
///
/// This is primarily included for historical reasons, but might be useful if you want the path recalculations to happen at a very predictable rate.
/// In most cases it is recommended to use the Dynamic mode.
///
EveryNSeconds,
///
/// Recalculate the path at least every seconds but more often if the destination moves a lot.
/// This mode is recommended since it allows the agent to quickly respond to new destinations without using up a lot of CPU power to calculate paths
/// when it doesn't have to.
///
/// More precisely:
/// Let C be a circle centered at the destination for the last calculated path, with a radius equal to the distance to that point divided by .
/// If the new destination is outside that circle the path will be immediately recalculated.
/// Otherwise let F be the 1 - (distance from the circle's center to the new destination divided by the circle's radius).
/// So F will be 1 if the new destination is the same as the old one and 0 if it is at the circle's edge.
/// Recalculate the path if the time since the last path recalculation is greater than multiplied by F.
///
/// Thus if the destination doesn't change the path will be recalculated every seconds.
///
Dynamic,
}
///
/// Policy to use when recalculating paths.
///
/// See: for more details.
///
public Mode mode = Mode.Dynamic;
/// Number of seconds between each automatic path recalculation for Mode.EveryNSeconds
[UnityEngine.Serialization.FormerlySerializedAs("interval")]
public float period = 0.5f;
///
/// How sensitive the agent should be to changes in its destination for Mode.Dynamic.
/// A higher value means the destination has to move less for the path to be recalculated.
///
/// See:
///
public float sensitivity = 10.0f;
/// Maximum number of seconds between each automatic path recalculation for Mode.Dynamic
[UnityEngine.Serialization.FormerlySerializedAs("maximumInterval")]
public float maximumPeriod = 2.0f;
/// If true the sensitivity will be visualized as a circle in the scene view when the game is playing
public bool visualizeSensitivity = false;
Vector3 lastDestination = new Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity);
float lastRepathTime = float.NegativeInfinity;
///
/// True if the path should be recalculated according to the policy
///
/// The above parameters are relevant only if is .
///
/// The current position of the agent.
/// The radius of the agent. You may pass 0.0 if the agent doesn't have a radius.
/// The goal of the agent right now
/// The current time in seconds
public virtual bool ShouldRecalculatePath (Vector3 position, float radius, Vector3 destination, float time) {
if (mode == Mode.Never || float.IsPositiveInfinity(destination.x)) return false;
float timeSinceLast = time - lastRepathTime;
if (mode == Mode.EveryNSeconds) {
return timeSinceLast >= period;
} else {
// cost = change in destination / max(distance to destination, radius)
float squaredCost = (destination - lastDestination).sqrMagnitude / Mathf.Max((position - lastDestination).sqrMagnitude, radius*radius);
float fraction = squaredCost * (sensitivity*sensitivity);
if (float.IsNaN(fraction)) {
// The agent's radius is zero, and the destination is precisely at the agent's position, which is also the destination of the last calculated path
// This is a special case. It happens sometimes for the AILerp component when it reaches its
// destination, as the AILerp component has no radius.
// In this case we just use the maximum period.
fraction = 0;
}
return timeSinceLast >= maximumPeriod*(1 - Mathf.Sqrt(fraction));
}
}
/// Reset the runtime variables so that the policy behaves as if the game just started
public virtual void Reset () {
lastRepathTime = float.NegativeInfinity;
}
/// Must be called when a path request has been scheduled
public virtual void DidRecalculatePath (Vector3 destination, float time) {
lastRepathTime = time;
lastDestination = destination;
// Randomize the repath time slightly so that all agents don't request a path at the same time
// in the future. This is useful when there are a lot of agents instantiated at exactly the same time.
const float JITTER_AMOUNT = 0.3f;
lastRepathTime -= (UnityEngine.Random.value - 0.5f) * JITTER_AMOUNT * (mode == Mode.Dynamic ? maximumPeriod : period);
}
public void DrawGizmos (CommandBuilder draw, Vector3 position, float radius, Util.NativeMovementPlane movementPlane) {
if (visualizeSensitivity && !float.IsPositiveInfinity(lastDestination.x)) {
float r = Mathf.Sqrt(Mathf.Max((position - lastDestination).sqrMagnitude, radius*radius)/(sensitivity*sensitivity));
draw.Circle(lastDestination, movementPlane.ToWorld(float2.zero, 1), r, Color.magenta);
}
}
public AutoRepathPolicy Clone () {
return MemberwiseClone() as AutoRepathPolicy;
}
}
}