Manages the driving with a simple AI : the AI follows each AIWaypoint in their order.
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Manages the driving with a simple AI : the AI follows each AIWaypoint in their order.
This engine is generic and can be used on different types of vehicles as long as they implement BaseController with Steer and GasPedal.
◆ CalculateValues()
| virtual void MoreMountains.HighroadEngine.VehicleAI.CalculateValues |
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Applies controls to move vehicle towards the waypoint
◆ EvaluateDirection()
| virtual void MoreMountains.HighroadEngine.VehicleAI.EvaluateDirection |
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Determine direction towards the waypoint
◆ EvaluateNextWaypoint()
| virtual void MoreMountains.HighroadEngine.VehicleAI.EvaluateNextWaypoint |
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we determine if the current waypoint is still correct
◆ IsStuck()
| virtual bool MoreMountains.HighroadEngine.VehicleAI.IsStuck |
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If car stays in the same place for too long, we respawn to the last checkpoint
◆ LateUpdate()
| virtual void MoreMountains.HighroadEngine.VehicleAI.LateUpdate |
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At LateUpdate, we apply ou AI logic
◆ OnDrawGizmos()
| virtual void MoreMountains.HighroadEngine.VehicleAI.OnDrawGizmos |
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On DrawGizmos, we draw a line between the vehicle and its target
◆ PlaneDistanceToWaypoints()
| virtual float MoreMountains.HighroadEngine.VehicleAI.PlaneDistanceToWaypoints |
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Returns the Plane distance between the next waypoint and the vehicle
- Returns
- The distance to the next waypoint.
◆ ResetAIWaypointToClosest()
| virtual void MoreMountains.HighroadEngine.VehicleAI.ResetAIWaypointToClosest |
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Reset next AI waypoint to closest
◆ Start()
| virtual void MoreMountains.HighroadEngine.VehicleAI.Start |
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◆ _acceleration
| float MoreMountains.HighroadEngine.VehicleAI._acceleration = 0f |
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◆ _AIWaypoints
| List<Vector3> MoreMountains.HighroadEngine.VehicleAI._AIWaypoints |
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◆ _controller
◆ _currentWaypoint
| int MoreMountains.HighroadEngine.VehicleAI._currentWaypoint |
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◆ _direction
| float MoreMountains.HighroadEngine.VehicleAI._direction = 0f |
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◆ _largeAngleDistance
| const float MoreMountains.HighroadEngine.VehicleAI._largeAngleDistance = 90f |
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◆ _lastPosition
| Vector3 MoreMountains.HighroadEngine.VehicleAI._lastPosition |
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◆ _maximalDistanceStuck
| const float MoreMountains.HighroadEngine.VehicleAI._maximalDistanceStuck = 0.5f |
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◆ _minimalSpeedForBrakes
| const float MoreMountains.HighroadEngine.VehicleAI._minimalSpeedForBrakes = 0.5f |
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◆ _newDirection
| int MoreMountains.HighroadEngine.VehicleAI._newDirection |
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◆ _raceManager
| RaceManager MoreMountains.HighroadEngine.VehicleAI._raceManager |
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◆ _smallAngleDistance
| const float MoreMountains.HighroadEngine.VehicleAI._smallAngleDistance = 5f |
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◆ _solidController
◆ _stuckTime
| float MoreMountains.HighroadEngine.VehicleAI._stuckTime = 0f |
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◆ _targetAngleAbsolute
| float MoreMountains.HighroadEngine.VehicleAI._targetAngleAbsolute |
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◆ _targetWaypoint
| Vector3 MoreMountains.HighroadEngine.VehicleAI._targetWaypoint |
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◆ Active
| bool MoreMountains.HighroadEngine.VehicleAI.Active |
If Active, AI controls the vehicle.
◆ FullThrottle
| float MoreMountains.HighroadEngine.VehicleAI.FullThrottle = 1f |
the maximum Gas Pedal Amount
◆ MinimalDistanceToNextWaypoint
| int MoreMountains.HighroadEngine.VehicleAI.MinimalDistanceToNextWaypoint = 10 |
when this distance is reached, AI goes to next waypoint
◆ OverrideSteringSpeed
| bool MoreMountains.HighroadEngine.VehicleAI.OverrideSteringSpeed = false |
◆ SmallThrottle
| float MoreMountains.HighroadEngine.VehicleAI.SmallThrottle = 0.3f |
the minimum Gas Pedal Amount
◆ SteeringSpeed
| int MoreMountains.HighroadEngine.VehicleAI.SteeringSpeed = 300 |
◆ TimeBeforeStuck
| float MoreMountains.HighroadEngine.VehicleAI.TimeBeforeStuck = 5f |
The time in seconds before the car is reset to the last checkpoint it's met. If the value is zero, the car will remain where it is.
The documentation for this class was generated from the following file:
- E:/Github/Store/HighroadEngine/Assets/HighroadEngine/Common/Scripts/Vehicles/VehicleAI.cs