using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Unity.Mathematics; using static Unity.Mathematics.math; public class Locomotion : AgentBehavior { public float2 Objective; private const float TangentSensitivity = 2; private Thruster _thrust; private Turning _turning; private VelocityLimit _velocityLimit; public Locomotion(GameContext context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData) { _velocityLimit = Entity.GetBehaviors().FirstOrDefault(); _thrust = Entity.GetBehavior(); _turning = Entity.GetBehavior(); } public override void Update(float delta) { if (_thrust != null && _turning != null) { float2 diff = Objective - Entity.Position; // We want to go top speed in the direction of our target var topSpeed = _velocityLimit?.Limit ?? 1000; float2 desiredVelocity = normalize(diff) * topSpeed; var accelerationTime = length(desiredVelocity - Entity.Velocity) / (_thrust.Thrust / Entity.Mass); var accelerationDistance = accelerationTime * length((desiredVelocity + Entity.Velocity) / 2); // We do not have enough space to get to full speed, use approximate maneuvering if (accelerationDistance > length(diff)) { float2 tangential = Entity.Velocity - dot(normalize(diff), normalize(Entity.Velocity)) * Entity.Velocity; float2 adjustedDirection = normalize(diff) - tangential * TangentSensitivity; _turning.Axis = TurningInput(adjustedDirection); _thrust.Axis = 1; } // We have plenty of space, use exact maneuvering else { var deltaV = desiredVelocity - Entity.Velocity; _turning.Axis = TurningInput(deltaV); _thrust.Axis = ThrustInput(deltaV); } } } }