Files
ID/Assets/Code/Lab2/ArriveAvoid.cs
T
2026-02-07 10:54:20 +03:00

69 lines
2.2 KiB
C#

using Code.Base;
using UnityEngine;
namespace Code.Lab2
{
public class ArriveAvoid : AgentBehaviour
{
public float targetRadius = 5f;
public float slowRadius = 10f;
public float timeToTarget = 0.1f;
public Transform obstacle;
public float avoidanceRadius = 10f;
public float maxAvoidForce = 50f;
public override Steering GetSteering()
{
var steering = new Steering();
var toTarget = target.transform.position - transform.position;
var distanceToTarget = toTarget.magnitude;
if (distanceToTarget < targetRadius)
return steering;
var targetSpeed = distanceToTarget > slowRadius
? Agent.maxSpeed
: Agent.maxSpeed * (distanceToTarget / slowRadius);
var desiredVelocity = toTarget.normalized * targetSpeed;
var arriveForce = (desiredVelocity - Agent.velocity) / timeToTarget;
var avoidForce = Vector3.zero;
if (obstacle)
{
var toObstacle = obstacle.position - transform.position;
var distToObstacle = toObstacle.magnitude;
if (distToObstacle < avoidanceRadius)
{
var forward = Agent.velocity.normalized;
if (forward == Vector3.zero) forward = toTarget.normalized;
var awayFromObstacle = -toObstacle;
var lateral = awayFromObstacle - Vector3.Project(awayFromObstacle, forward);
if (lateral.magnitude < 0.1f)
{
lateral = new Vector3(-forward.z, 0f, forward.x).normalized;
}
var avoidanceStrength = 1f - (distToObstacle / avoidanceRadius);
avoidForce = lateral.normalized * (maxAvoidForce * avoidanceStrength);
}
}
steering.Linear = arriveForce + avoidForce;
if (steering.Linear.magnitude > Agent.maxAcceleration)
{
steering.Linear = steering.Linear.normalized * Agent.maxAcceleration;
}
return steering;
}
}
}