using System.Collections; using System.Collections.Generic; using UnityEngine; public class AudiencePath : WalkPath { public enum Angle { zero, minus90, plus90 }; [Tooltip("Type of rotation / Вариант поворота")] [SerializeField] private Angle angle = Angle.plus90; [Range(-180, 180)] [Tooltip("Rotation of people / Поворот человека")] [SerializeField] private float peopleRotation; [Tooltip("Look for target / Слежение за таргетом")] [HideInInspector] [SerializeField] private bool looking; [Tooltip("Target / Цель")] [HideInInspector] [SerializeField] private Transform target; [Tooltip("Speed rotation (smooth) / Скорость поворота (смягчение)")] [HideInInspector] [SerializeField] private float damping = 5; public override void DrawCurved(bool withDraw) { if (numberOfWays < 1) numberOfWays = 1; if (lineSpacing < 0.6f) lineSpacing = 0.6f; _forward = new bool[numberOfWays]; for (int w = 0; w < numberOfWays; w++) { _forward[w] = true; } if (pathPoint.Count < 2) return; points = new Vector3[numberOfWays, pathPoint.Count + 2]; pointLength[0] = pathPoint.Count + 2; for (int i = 0; i < pathPointTransform.Count; i++) { Vector3 vectorStart; Vector3 vectorEnd; if (i == 0) { if (loopPath) { vectorStart = pathPointTransform[pathPointTransform.Count - 1].transform.position - pathPointTransform[i].transform.position; } else { vectorStart = Vector3.zero; } vectorEnd = pathPointTransform[i].transform.position - pathPointTransform[i + 1].transform.position; } else if (i == pathPointTransform.Count - 1) { vectorStart = pathPointTransform[i - 1].transform.position - pathPointTransform[i].transform.position; if (loopPath) { vectorEnd = pathPointTransform[i].transform.position - pathPointTransform[0].transform.position; } else { vectorEnd = Vector3.zero; } } else { vectorStart = pathPointTransform[i - 1].transform.position - pathPointTransform[i].transform.position; vectorEnd = pathPointTransform[i].transform.position - pathPointTransform[i + 1].transform.position; } // Vector3 vectorShift = Vector3.Normalize((Quaternion.Euler(0, 90, 0) * (vectorStart + vectorEnd))); // points[0, i + 1] = numberOfWays % 2 == 1 ? pathPointTransform[i].transform.position : pathPointTransform[i].transform.position + vectorShift * lineSpacing / 2; if (numberOfWays > 1) points[1, i + 1] = points[0, i + 1] - vectorShift * lineSpacing; for (int w = 1; w < numberOfWays; w++) { points[w, i + 1] = points[0, i + 1] + vectorShift * lineSpacing * (float)(System.Math.Pow(-1, w)) * ((w + 1) / 2); } } for (int w = 0; w < numberOfWays; w++) { points[w, 0] = points[w, 1]; points[w, pointLength[0] - 1] = points[w, pointLength[0] - 2]; } if (withDraw) { for (int w = 0; w < numberOfWays; w++) { if (loopPath) { Gizmos.color = (_forward[w] ? Color.green : Color.red); Gizmos.DrawLine(points[w, 0], points[w, pathPoint.Count]); } for (int i = 1; i < pathPoint.Count; i++) { Gizmos.color = (_forward[w] ? Color.green : Color.red); Gizmos.DrawLine(points[w, i + 1], points[w, i]); } } } } public override void SpawnPeople() { List pfb = new List(peoplePrefabs); for (int i = pfb.Count - 1; i >= 0; i--) { if (pfb[i] == null) { pfb.RemoveAt(i); } } peoplePrefabs = pfb.ToArray(); if (points == null) DrawCurved(false); if (par == null) { par = new GameObject(); par.transform.parent = gameObject.transform; par.name = "walkingObjects"; } int pathPointCount; if (!loopPath) { pathPointCount = pointLength[0] - 2; } else { pathPointCount = pointLength[0] - 1; } if (pathPointCount < 2) return; var pCount = loopPath ? pointLength[0] - 1 : pointLength[0] - 2; for (int wayIndex = 0; wayIndex < numberOfWays; wayIndex++) { _distances = new float[pCount]; float pathLength = 0f; for (int i = 1; i < pCount; i++) { Vector3 vector; if (loopPath && i == pCount - 1) { vector = points[wayIndex, 1] - points[wayIndex, pCount]; } else { vector = points[wayIndex, i + 1] - points[wayIndex, i]; } pathLength += vector.magnitude; _distances[i] = pathLength; } int peopleCount = Mathf.FloorToInt((Density * pathLength) / _minimalObjectLength); float segmentLen = _minimalObjectLength + (pathLength - (peopleCount * _minimalObjectLength)) / peopleCount; int[] pickList = CommonUtils.GetRandomPrefabIndexes(peopleCount, ref peoplePrefabs); Vector3[] pointArray = new Vector3[_distances.Length]; for (int i = 1; i < _distances.Length; i++) { pointArray[i - 1] = points[wayIndex, i]; } pointArray[_distances.Length - 1] = loopPath ? points[wayIndex, 1] : points[wayIndex, _distances.Length]; for (int peopleIndex = 0; peopleIndex < peopleCount; peopleIndex++) { var people = gameObject; var randomShift = Random.Range(-segmentLen / 3f, segmentLen / 3f) + (wayIndex * segmentLen); var finalRandomDistance = (peopleIndex + 1) * segmentLen + randomShift; Vector3 routePosition = GetRoutePosition(pointArray, finalRandomDistance, pCount, loopPath); routePosition = new Vector3(routePosition.x, routePosition.y, routePosition.z); Vector3 or; RaycastHit hit; if (Physics.Raycast(new Vector3(routePosition.x, routePosition.y + highToSpawn, routePosition.z), Vector3.down, out hit, Mathf.Infinity)) { routePosition.y = hit.point.y; } else { continue; } people = Instantiate(peoplePrefabs[pickList[peopleIndex]], routePosition, Quaternion.identity) as GameObject; people.transform.parent = par.transform; PeopleController pc = people.AddComponent(); pc.animNames = new string[4] { "idle1", "idle2", "cheer", "claphands" }; if (looking) { pc.target = target; pc.damping = damping; } var movePath = people.AddComponent(); movePath.walkPath = gameObject; movePath.MyStart(wayIndex, GetRoutePoint((peopleIndex + 1) * segmentLen + randomShift, wayIndex, pCount, true, loopPath), "", loopPath, true, 0, 0); Vector3 targetPos = new Vector3(movePath.finishPos.x, people.transform.position.y, movePath.finishPos.z); DestroyImmediate(movePath); people.transform.LookAt(targetPos); if (angle == Angle.zero) { people.transform.eulerAngles = new Vector3(people.transform.eulerAngles.x, people.transform.eulerAngles.y + peopleRotation, people.transform.eulerAngles.z); } else { people.transform.eulerAngles = new Vector3(people.transform.eulerAngles.x, people.transform.eulerAngles.y + ((angle == Angle.plus90) ? 90 : -90) + peopleRotation, people.transform.eulerAngles.z); } people.transform.position += people.transform.forward * Random.Range(-randZPos, randZPos); people.transform.position += people.transform.right * Random.Range(-randXPos, randXPos); if(Physics.Raycast(new Vector3(people.transform.position.x, people.transform.position.y + highToSpawn, people.transform.position.z), Vector3.down, out hit, Mathf.Infinity)) { people.transform.position = new Vector3(people.transform.position.x, hit.point.y, people.transform.position.z); } } } } }