using UnityEngine;
using UnityEngine.AI;
using System.Collections;
namespace Unity.AI.Navigation.Samples
{
public enum OffMeshLinkMoveMethod
{
Teleport,
NormalSpeed,
Parabola,
Curve
}
///
/// Move an agent when traversing a OffMeshLink given specific animated methods
///
[RequireComponent(typeof(NavMeshAgent))]
public class AgentLinkMover : MonoBehaviour
{
public OffMeshLinkMoveMethod m_Method = OffMeshLinkMoveMethod.Parabola;
public AnimationCurve m_Curve = new AnimationCurve();
IEnumerator Start()
{
NavMeshAgent agent = GetComponent();
agent.autoTraverseOffMeshLink = false;
while (true)
{
if (agent.isOnOffMeshLink)
{
if (m_Method == OffMeshLinkMoveMethod.NormalSpeed)
yield return StartCoroutine(NormalSpeed(agent));
else if (m_Method == OffMeshLinkMoveMethod.Parabola)
yield return StartCoroutine(Parabola(agent, 2.0f, 0.5f));
else if (m_Method == OffMeshLinkMoveMethod.Curve)
yield return StartCoroutine(Curve(agent, 0.5f));
agent.CompleteOffMeshLink();
}
yield return null;
}
}
IEnumerator NormalSpeed(NavMeshAgent agent)
{
OffMeshLinkData data = agent.currentOffMeshLinkData;
Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
while (agent.transform.position != endPos)
{
agent.transform.position =
Vector3.MoveTowards(agent.transform.position, endPos, agent.speed * Time.deltaTime);
yield return null;
}
}
IEnumerator Parabola(NavMeshAgent agent, float height, float duration)
{
OffMeshLinkData data = agent.currentOffMeshLinkData;
Vector3 startPos = agent.transform.position;
Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
float normalizedTime = 0.0f;
while (normalizedTime < 1.0f)
{
float yOffset = height * 4.0f * (normalizedTime - normalizedTime * normalizedTime);
agent.transform.position = Vector3.Lerp(startPos, endPos, normalizedTime) + yOffset * Vector3.up;
normalizedTime += Time.deltaTime / duration;
yield return null;
}
}
IEnumerator Curve(NavMeshAgent agent, float duration)
{
OffMeshLinkData data = agent.currentOffMeshLinkData;
Vector3 startPos = agent.transform.position;
Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
float normalizedTime = 0.0f;
while (normalizedTime < 1.0f)
{
float yOffset = m_Curve.Evaluate(normalizedTime);
agent.transform.position = Vector3.Lerp(startPos, endPos, normalizedTime) + yOffset * Vector3.up;
normalizedTime += Time.deltaTime / duration;
yield return null;
}
}
}
}