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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace RootMotion.Demos
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{
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// Custom navigator for Unity Navigation.
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[System.Serializable]
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public class Navigator
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{
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public enum State
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{
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Idle,
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Seeking,
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OnPath,
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}
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[Tooltip("Should this Navigator be actively seeking a path.")]
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public bool activeTargetSeeking;
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[Tooltip("Increase this value if the character starts running in a circle, not able to reach the corner because of a too large turning radius.")]
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public float cornerRadius = 0.5f;
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[Tooltip("Recalculate path if target position has moved by this distance from the position it was at when the path was originally calculated")]
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public float recalculateOnPathDistance = 1f;
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//public float recalculateBadTargetDistance = 1f;
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[Tooltip("Sample within this distance from sourcePosition.")]
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public float maxSampleDistance = 5f;
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[Tooltip("Interval of updating the path")]
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public float nextPathInterval = 3f;
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/// <summary>
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/// Get the move direction vector (normalized). If nowhere to go or path finished, will return Vector3.zero.
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/// </summary>
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public Vector3 normalizedDeltaPosition { get; private set; }
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/// <summary>
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/// Get the current state of this Navigator (Idle, Seeking, OnPath).
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/// </summary>
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public State state { get; private set; }
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private Transform transform;
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private int cornerIndex;
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private Vector3[] corners = new Vector3[0];
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private UnityEngine.AI.NavMeshPath path;
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private Vector3 lastTargetPosition;
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private bool initiated;
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private float nextPathTime;
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public void Initiate(Transform transform)
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{
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this.transform = transform;
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path = new UnityEngine.AI.NavMeshPath();
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initiated = true;
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cornerIndex = 0;
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corners = new Vector3[0];
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state = State.Idle;
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lastTargetPosition = new Vector3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity);
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}
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public void Update(Vector3 targetPosition)
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{
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if (!initiated)
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{
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Debug.LogError("Trying to update an uninitiated Navigator.");
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return;
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}
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switch (state)
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{
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// When seeking path
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case State.Seeking:
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normalizedDeltaPosition = Vector3.zero;
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if (path.status == UnityEngine.AI.NavMeshPathStatus.PathComplete)
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{
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corners = path.corners;
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cornerIndex = 0;
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if (corners.Length == 0)
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{
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Debug.LogWarning("Zero Corner Path", transform);
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Stop();
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}
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else
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{
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state = State.OnPath;
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}
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}
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if (path.status == UnityEngine.AI.NavMeshPathStatus.PathPartial)
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{
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Debug.LogWarning("Path Partial", transform);
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}
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if (path.status == UnityEngine.AI.NavMeshPathStatus.PathInvalid)
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{
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Debug.LogWarning("Path Invalid", transform);
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}
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break;
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// When already on path
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case State.OnPath:
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if (activeTargetSeeking && Time.time > nextPathTime && HorDistance(targetPosition, lastTargetPosition) > recalculateOnPathDistance)
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{
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CalculatePath(targetPosition);
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break;
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}
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if (cornerIndex < corners.Length)
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{
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Vector3 d = corners[cornerIndex] - transform.position;
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d.y = 0f;
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float mag = d.magnitude;
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if (mag > 0f) normalizedDeltaPosition = (d / d.magnitude);
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else normalizedDeltaPosition = Vector3.zero;
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if (mag < cornerRadius)
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{
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cornerIndex++;
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if (cornerIndex >= corners.Length) Stop();
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}
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}
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break;
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// Not on path, not seeking
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case State.Idle:
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if (activeTargetSeeking && Time.time > nextPathTime) CalculatePath(targetPosition);
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break;
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}
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}
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private void CalculatePath(Vector3 targetPosition)
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{
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if (Find(targetPosition))
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{
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lastTargetPosition = targetPosition;
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state = State.Seeking;
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}
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else
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{
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Stop();
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}
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nextPathTime = Time.time + nextPathInterval;
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}
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private bool Find(Vector3 targetPosition)
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{
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if (HorDistance(transform.position, targetPosition) < cornerRadius * 2f) return false;
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//if (HorDistance(targetPosition, lastTargetPosition) < recalculateBadTargetDistance) return false;
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if (UnityEngine.AI.NavMesh.CalculatePath(transform.position, targetPosition, UnityEngine.AI.NavMesh.AllAreas, path))
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{
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return true;
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}
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else
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{
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UnityEngine.AI.NavMeshHit hit = new UnityEngine.AI.NavMeshHit();
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if (UnityEngine.AI.NavMesh.SamplePosition(targetPosition, out hit, maxSampleDistance, UnityEngine.AI.NavMesh.AllAreas))
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{
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if (UnityEngine.AI.NavMesh.CalculatePath(transform.position, hit.position, UnityEngine.AI.NavMesh.AllAreas, path))
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{
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return true;
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}
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}
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}
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return false;
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}
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private void Stop()
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{
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state = State.Idle;
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normalizedDeltaPosition = Vector3.zero;
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}
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private float HorDistance(Vector3 p1, Vector3 p2)
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{
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return Vector2.Distance(new Vector2(p1.x, p1.z), new Vector2(p2.x, p2.z));
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}
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public void Visualize()
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{
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if (state == State.Idle) Gizmos.color = Color.gray;
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if (state == State.Seeking) Gizmos.color = Color.red;
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if (state == State.OnPath) Gizmos.color = Color.green;
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if (corners.Length > 0 && state == State.OnPath && cornerIndex == 0)
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{
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Gizmos.DrawLine(transform.position, corners[0]);
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}
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for (int i = 0; i < corners.Length; i++)
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{
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Gizmos.DrawSphere(corners[i], 0.1f);
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}
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if (corners.Length > 1)
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{
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for (int i = 0; i < corners.Length - 1; i++)
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{
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Gizmos.DrawLine(corners[i], corners[i + 1]);
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}
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}
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Gizmos.color = Color.white;
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}
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}
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}
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