By using Orbit the agent will move along the orbit of one target percept (back-end class).
It is more or less a SteeringBehaviour which demonstrates how easily new behaviours can be implemented with the help of our system. This behaviour does not belong to the classic steering algorithms. Moreover, it is used to ensure that the agent moves along the AIMOrbit.Target's orbit. One special feature is that Orbit can easily be combined with other SteeringBehaviour instances. For example, in combination with PlanarAvoid, the agent moves along the orbit determined by Radius, and in parallel, it avoids objects. Note, the behaviour concentrates only on one target.
Back-end class of AIMSeek. This behaviour is thread-safe.
Public Fields | |
PlaneType | Plane = PlaneType.PlaneXY |
Determines the plane on which the orbit is mapped. More... | |
float | Radius = 5f |
This is the radius which determines the size of the orbit. More... | |
float | MinDeviation = 1f |
Determines how far the agent is able to move towards the object and away from the orbit. More... | |
float | MaxDeviation = 1f |
Determines how far the agent is able to move away from the object and towards the orbit. More... | |
float | DeltaAngle = 10f |
Specifies the target position on the orbit. More... | |
Vector3 | ResultDirection |
The direction vector used for obtaining objective values. More... | |
float | ResultMagnitude |
The magnitude value used for obtaining objective values. More... | |
int | TargetObjective |
Defines the objective for writing values. More... | |
float | MagnitudeMultiplier = 1f |
Is multiplied to the ResultMagnitude in order to weight between different behaviours. More... | |
float | SensitivityOffset |
Is added to the Structure.Sensitivity as threshold for writing objective values. More... | |
ValueWritingType | ValueWriting = ValueWritingType.AssignGreater |
Sets the type for writing objective values. More... | |
LayerBlendingType | LayerBlending = LayerBlendingType.None |
Sets the operation for blending the behaviour results into the context. More... | |
LayerNormalizationType | LayerNormalization = LayerNormalizationType.None |
Sets the method for normalizing intermediate objective values while they are blended into the context. More... | |
MappingType | ValueMapping = MappingType.InverseLinear |
Sets the mapping type for obtaining objective values. More... | |
bool | UseSignificance = true |
Determines if the SteeringPercept.Significance (if there is a AIMSteeringTag) is multiplied to the ResultMagnitude in order to weight between different percepts. More... | |
bool | UseSensorProjection = true |
If true , Sensor.ProjectionMode is used as VectorProjection. More... | |
VectorProjectionType | VectorProjection = VectorProjectionType.None |
Sets the type for projecting the perceived vector data into a plane. More... | |
PresetVelocityType | PresetVelocity = PresetVelocityType.None |
If the value is anything other than PresetVelocityType.None, a game object's rotation and default forward direction is used to approximate its actual velocity. More... | |
PredictionType | Prediction = PredictionType.None |
If set to anything other than PredictionType.None, the position of the Self percept is updated according to the given velocity. More... | |
float | PredictionMagnitude = 0.0f |
Scales the velocity vector used for predicting the possible future position of an agent if Prediction is set to PredictionType.PredictionMagnitude. More... | |
readonly IList< T > | Percepts |
All percepts which are relevant for an agent. More... | |
Protected Fields | |
readonly SteeringPercept | self = new SteeringPercept() |
The data of the associated agent itself (read only). More... | |
readonly SteeringPercept | percept = new SteeringPercept() |
The data of the currently processed percept (read only). More... | |
IList< float > | objective |
Quick access to the currently processed objective. More... | |
ISensor< Structure > | sensor |
Quick access to the currently processed sensor. More... | |
IReceptor< Structure > | receptor |
Quick access to the currently processed receptor. More... | |
Structure | structure |
Quick access to the currently processed structure. More... | |
Vector3 | velocity = Vector3.forward |
The forward direction the agent moves towards and/or looks at by default. More... | |
Properties | |
Vector3 | TargetPosition [get] |
The computed point on the orbit which is currently targeted (read only). More... | |
override bool | forEachPercept [get] |
Determines if SteeringBehaviour.PerceptSteering is called within SteeringBehaviour.Behave (read only). More... | |
override bool | forEachReceptor [get] |
Determines if SteeringBehaviour.ReceptorSteering is called within SteeringBehaviour.Behave (read only). More... | |
override SteeringPercept | Self [get, set] |
The data of the associated agent itself. More... | |
Public Methods | |
override void | Behave () |
This method executes the main context steering algorithm and is called within Context.Evaluate in order to set/modify objective values for the associated Context.Problem. More... | |
Protected Methods | |
override bool | StartSteering () |
In order to move along the orbit of the AIMOrbit.Target, the SteeringBehaviour.ResultDirection is obtained by the Radius and the positions of PerceptBehaviour<T>.Self and AIMOrbit.Target. More... | |
virtual void | PerceptSteering () |
This method gets called once for each processed percept. More... | |
virtual void | ReceptorSteering () |
This method gets called for each active shape receptor for each processed percept. More... | |
Public Types | |
enum | PlaneType { PlaneXY, PlaneXZ, PlaneYZ } |
Determines the plane which is used to map the orbit into. More... | |