├── .gitignore
├── Assets
├── Polarith.meta
└── Polarith
│ ├── AI.meta
│ └── AI
│ ├── Editor.meta
│ ├── Editor
│ ├── Move.meta
│ └── Move
│ │ ├── Formation.meta
│ │ └── Formation
│ │ ├── AIMFormationArrowEditor.cs
│ │ ├── AIMFormationArrowEditor.cs.meta
│ │ ├── AIMFormationBoxEditor.cs
│ │ ├── AIMFormationBoxEditor.cs.meta
│ │ ├── AIMFormationCircleEditor.cs
│ │ ├── AIMFormationCircleEditor.cs.meta
│ │ ├── AIMFormationConfigurationEditor.cs
│ │ ├── AIMFormationConfigurationEditor.cs.meta
│ │ ├── AIMFormationCrossEditor.cs
│ │ ├── AIMFormationCrossEditor.cs.meta
│ │ ├── AIMFormationEditor.cs
│ │ ├── AIMFormationEditor.cs.meta
│ │ ├── AIMFormationLineEditor.cs
│ │ ├── AIMFormationLineEditor.cs.meta
│ │ ├── AIMFormationVEditor.cs
│ │ └── AIMFormationVEditor.cs.meta
│ ├── Examples.meta
│ ├── Examples
│ ├── Animation.meta
│ ├── Animation
│ │ ├── Walk Cycle Simple.controller
│ │ └── Walk Cycle Simple.controller.meta
│ ├── Materials.meta
│ ├── Materials
│ │ ├── Flame.mat
│ │ ├── Flame.mat.meta
│ │ ├── Smoke Blend.mat
│ │ ├── Smoke Blend.mat.meta
│ │ ├── Smoke White.mat
│ │ └── Smoke White.mat.meta
│ ├── Models.meta
│ ├── Models
│ │ ├── Characters.meta
│ │ ├── Characters
│ │ │ ├── Character.fbx
│ │ │ ├── Character.fbx.meta
│ │ │ ├── Materials.meta
│ │ │ └── Materials
│ │ │ │ ├── Character Police.mat
│ │ │ │ ├── Character Police.mat.meta
│ │ │ │ ├── Character Soldier.mat
│ │ │ │ ├── Character Soldier.mat.meta
│ │ │ │ ├── Figure Plain.mat
│ │ │ │ └── Figure Plain.mat.meta
│ │ ├── Nature.meta
│ │ ├── Nature
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ │ ├── Nature Green Leafs.mat
│ │ │ │ ├── Nature Green Leafs.mat.meta
│ │ │ │ ├── Nature Green Roof.mat
│ │ │ │ ├── Nature Green Roof.mat.meta
│ │ │ │ ├── Nature Leafs.mat
│ │ │ │ ├── Nature Leafs.mat.meta
│ │ │ │ ├── Nature Light Wood.mat
│ │ │ │ ├── Nature Light Wood.mat.meta
│ │ │ │ ├── Nature Mushroom Red.mat
│ │ │ │ ├── Nature Mushroom Red.mat.meta
│ │ │ │ ├── Nature Stone.mat
│ │ │ │ ├── Nature Stone.mat.meta
│ │ │ │ ├── Nature Water.mat
│ │ │ │ ├── Nature Water.mat.meta
│ │ │ │ ├── Nature Wood.mat
│ │ │ │ └── Nature Wood.mat.meta
│ │ │ ├── Nature Bonfire 1.fbx
│ │ │ ├── Nature Bonfire 1.fbx.meta
│ │ │ ├── Nature Bonfire 2.fbx
│ │ │ ├── Nature Bonfire 2.fbx.meta
│ │ │ ├── Nature Cactus 1.fbx
│ │ │ ├── Nature Cactus 1.fbx.meta
│ │ │ ├── Nature Cactus 2.fbx
│ │ │ ├── Nature Cactus 2.fbx.meta
│ │ │ ├── Nature Cactus 3.fbx
│ │ │ ├── Nature Cactus 3.fbx.meta
│ │ │ ├── Nature Cliff Beige 2.fbx
│ │ │ ├── Nature Cliff Beige 2.fbx.meta
│ │ │ ├── Nature Cliff Beige 3.fbx
│ │ │ ├── Nature Cliff Beige 3.fbx.meta
│ │ │ ├── Nature Flower 1.fbx
│ │ │ ├── Nature Flower 1.fbx.meta
│ │ │ ├── Nature Flower 6.fbx
│ │ │ ├── Nature Flower 6.fbx.meta
│ │ │ ├── Nature Grass 1.fbx
│ │ │ ├── Nature Grass 1.fbx.meta
│ │ │ ├── Nature Grass 2.fbx
│ │ │ ├── Nature Grass 2.fbx.meta
│ │ │ ├── Nature GrassBush 2.fbx
│ │ │ ├── Nature GrassBush 2.fbx.meta
│ │ │ ├── Nature GrassBush 3.fbx
│ │ │ ├── Nature GrassBush 3.fbx.meta
│ │ │ ├── Nature GrassBush 4.fbx
│ │ │ ├── Nature GrassBush 4.fbx.meta
│ │ │ ├── Nature GrassBush 5.fbx
│ │ │ ├── Nature GrassBush 5.fbx.meta
│ │ │ ├── Nature Ground 1.fbx
│ │ │ ├── Nature Ground 1.fbx.meta
│ │ │ ├── Nature River 1.fbx
│ │ │ ├── Nature River 1.fbx.meta
│ │ │ ├── Nature River 4.fbx
│ │ │ ├── Nature River 4.fbx.meta
│ │ │ ├── Nature Rock Green 1.fbx
│ │ │ ├── Nature Rock Green 1.fbx.meta
│ │ │ ├── Nature Rock Green 13.fbx
│ │ │ ├── Nature Rock Green 13.fbx.meta
│ │ │ ├── Nature Rock Green 19.fbx
│ │ │ ├── Nature Rock Green 19.fbx.meta
│ │ │ ├── Nature Rock Green 20.fbx
│ │ │ ├── Nature Rock Green 20.fbx.meta
│ │ │ ├── Nature Rock Green 23.fbx
│ │ │ ├── Nature Rock Green 23.fbx.meta
│ │ │ ├── Nature Shack 2.fbx
│ │ │ ├── Nature Shack 2.fbx.meta
│ │ │ ├── Nature Snag 7.fbx
│ │ │ ├── Nature Snag 7.fbx.meta
│ │ │ ├── Nature Tree Palm 1.fbx
│ │ │ ├── Nature Tree Palm 1.fbx.meta
│ │ │ ├── Nature Tree Palm 2.fbx
│ │ │ ├── Nature Tree Palm 2.fbx.meta
│ │ │ ├── Nature Tree Palm 3.fbx
│ │ │ ├── Nature Tree Palm 3.fbx.meta
│ │ │ ├── Nature Tree Palm 4.fbx
│ │ │ ├── Nature Tree Palm 4.fbx.meta
│ │ │ ├── Nature Tree Snag 2.fbx
│ │ │ ├── Nature Tree Snag 2.fbx.meta
│ │ │ ├── Nature Tree Snag 6.fbx
│ │ │ └── Nature Tree Snag 6.fbx.meta
│ │ ├── Vehicles.meta
│ │ ├── Vehicles
│ │ │ ├── Car Van.fbx
│ │ │ ├── Car Van.fbx.meta
│ │ │ ├── Materials.meta
│ │ │ └── Materials
│ │ │ │ ├── Car Lights Orange.mat
│ │ │ │ ├── Car Lights Orange.mat.meta
│ │ │ │ ├── Car Lights Red.mat
│ │ │ │ ├── Car Lights Red.mat.meta
│ │ │ │ ├── Car Lights.mat
│ │ │ │ ├── Car Lights.mat.meta
│ │ │ │ ├── Car Metal.mat
│ │ │ │ ├── Car Metal.mat.meta
│ │ │ │ ├── Car Tires.mat
│ │ │ │ ├── Car Tires.mat.meta
│ │ │ │ ├── Car White.mat
│ │ │ │ ├── Car White.mat.meta
│ │ │ │ ├── Car Window.mat
│ │ │ │ └── Car Window.mat.meta
│ │ ├── VehiclesFlying.meta
│ │ └── VehiclesFlying
│ │ │ ├── Biplane.fbx
│ │ │ ├── Biplane.fbx.meta
│ │ │ ├── Materials.meta
│ │ │ └── Materials
│ │ │ ├── Biplane Color.mat
│ │ │ └── Biplane Color.mat.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ │ ├── Game.meta
│ │ ├── Game
│ │ │ ├── GIJoe.prefab
│ │ │ ├── GIJoe.prefab.meta
│ │ │ ├── OfficerTom.prefab
│ │ │ ├── OfficerTom.prefab.meta
│ │ │ ├── ParticleSystem.prefab
│ │ │ ├── ParticleSystem.prefab.meta
│ │ │ ├── Vehicles.meta
│ │ │ └── Vehicles
│ │ │ │ ├── Aircraft.prefab
│ │ │ │ └── Aircraft.prefab.meta
│ │ ├── Lab2D.meta
│ │ └── Lab2D
│ │ │ ├── AgentFormation.prefab
│ │ │ └── AgentFormation.prefab.meta
│ ├── Scenes.meta
│ ├── Scenes
│ │ ├── Game.meta
│ │ ├── Game
│ │ │ ├── Battlefield.unity
│ │ │ └── Battlefield.unity.meta
│ │ ├── Lab2D.meta
│ │ └── Lab2D
│ │ │ ├── Formations.unity
│ │ │ └── Formations.unity.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── CameraFollow.cs
│ │ ├── CameraFollow.cs.meta
│ │ ├── Controllers.meta
│ │ ├── Controllers
│ │ │ ├── RootMotionController.cs
│ │ │ └── RootMotionController.cs.meta
│ │ ├── TriggerFollowTarget.cs
│ │ └── TriggerFollowTarget.cs.meta
│ ├── Sensors.meta
│ ├── Sensors
│ │ ├── Circle16XY.asset
│ │ ├── Circle16XY.asset.meta
│ │ ├── Circle16XZ.asset
│ │ └── Circle16XZ.asset.meta
│ ├── Skyboxes.meta
│ ├── Skyboxes
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── Dawn.mat
│ │ │ └── Dawn.mat.meta
│ │ ├── Textures.meta
│ │ └── Textures
│ │ │ ├── Dawn.png
│ │ │ └── Dawn.png.meta
│ ├── Sprites.meta
│ ├── Sprites
│ │ ├── Circle.png
│ │ ├── Circle.png.meta
│ │ ├── Particles.meta
│ │ ├── Particles
│ │ │ ├── Flame.png
│ │ │ ├── Flame.png.meta
│ │ │ ├── Smoke White.png
│ │ │ └── Smoke White.png.meta
│ │ ├── Vessel.png
│ │ └── Vessel.png.meta
│ ├── Textures.meta
│ └── Textures
│ │ ├── Biplane Color.png
│ │ ├── Biplane Color.png.meta
│ │ ├── Characters.meta
│ │ └── Characters
│ │ ├── Skin Police.png
│ │ ├── Skin Police.png.meta
│ │ ├── Skin Soldier.png
│ │ └── Skin Soldier.png.meta
│ ├── Plugins.meta
│ ├── Sources.meta
│ └── Sources
│ ├── Move.meta
│ ├── Move
│ ├── Back.meta
│ ├── Back
│ │ ├── Behaviour.meta
│ │ ├── Behaviour
│ │ │ ├── NonInverseMappingType.cs
│ │ │ ├── NonInverseMappingType.cs.meta
│ │ │ ├── ShapeType.cs
│ │ │ └── ShapeType.cs.meta
│ │ ├── Formation.meta
│ │ └── Formation
│ │ │ ├── Formation.cs
│ │ │ ├── Formation.cs.meta
│ │ │ ├── FormationArrow.cs
│ │ │ ├── FormationArrow.cs.meta
│ │ │ ├── FormationBox.cs
│ │ │ ├── FormationBox.cs.meta
│ │ │ ├── FormationCircle.cs
│ │ │ ├── FormationCircle.cs.meta
│ │ │ ├── FormationCross.cs
│ │ │ ├── FormationCross.cs.meta
│ │ │ ├── FormationLine.cs
│ │ │ ├── FormationLine.cs.meta
│ │ │ ├── FormationV.cs
│ │ │ └── FormationV.cs.meta
│ ├── Front.meta
│ └── Front
│ │ ├── Formation.meta
│ │ └── Formation
│ │ ├── AIMFormation.cs
│ │ ├── AIMFormation.cs.meta
│ │ ├── AIMFormationArrow.cs
│ │ ├── AIMFormationArrow.cs.meta
│ │ ├── AIMFormationBox.cs
│ │ ├── AIMFormationBox.cs.meta
│ │ ├── AIMFormationCircle.cs
│ │ ├── AIMFormationCircle.cs.meta
│ │ ├── AIMFormationConfiguration.cs
│ │ ├── AIMFormationConfiguration.cs.meta
│ │ ├── AIMFormationCross.cs
│ │ ├── AIMFormationCross.cs.meta
│ │ ├── AIMFormationLine.cs
│ │ ├── AIMFormationLine.cs.meta
│ │ ├── AIMFormationV.cs
│ │ └── AIMFormationV.cs.meta
│ ├── Shared.meta
│ └── Shared
│ ├── UnityUtils.meta
│ ├── UnityUtils
│ ├── AssignmentSolver.cs
│ ├── AssignmentSolver.cs.meta
│ ├── Gizmos.meta
│ └── Gizmos
│ │ ├── ArrowGizmo.cs
│ │ ├── ArrowGizmo.cs.meta
│ │ ├── BoxGizmo.cs
│ │ ├── BoxGizmo.cs.meta
│ │ ├── VGizmo.cs
│ │ └── VGizmo.cs.meta
│ ├── Utils.meta
│ └── Utils
│ ├── Tuple.cs
│ ├── Tuple.cs.meta
│ ├── TupleInt.cs
│ └── TupleInt.cs.meta
├── Images
└── polarith-ai.png
├── LICENSE
├── Packages
└── manifest.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── XRSettings.asset
└── graphicssettings.asset
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | #=======#
2 | # Unity #
3 | #=======#
4 | .vscode/
5 | AssetStoreTools/
6 | Build/
7 | Generated/
8 | Library/
9 | Logs/
10 | Temp/
11 | VSCode/
12 | AssetStoreTools.meta
13 | Generated.meta
14 | VSCode.meta
15 | *.sln
16 | *.csproj
17 | *.unityproj
18 | *.booproj
19 |
20 | #=============================#
21 | # MonoDevelop / Visual Studio #
22 | #=============================#
23 | bin/
24 | obj/
25 | ExportedObj/
26 | .vs/
27 | *.vsconfig
28 | *.pidb
29 | *.suo
30 | *.svd
31 | *.user
32 | *.userprefs
33 | *.ide
34 |
35 | #========#
36 | # GitEye #
37 | #========#
38 | .project
39 |
40 | #====#
41 | # OS #
42 | #====#
43 | .DS_Store
44 | .DS_Store?
45 | ._*
46 | .Spotlight-V100
47 | .Trashes
48 | ehthumbs.db
49 | Thumbs.db
50 |
51 | #=============================#
52 | # Polarith AI #
53 | #=============================#
54 | Assets/Polarith/AI/Plugins/*
55 |
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/Assets/Polarith/AI/Editor/Move/Formation/AIMFormationArrowEditor.cs:
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1 | //
2 | // Copyright (c) 2016-2021 Polarith. All rights reserved.
3 | // Licensed under the Polarith Software and Source Code License Agreement.
4 | // See the LICENSE file in the project root for full license information.
5 | //
6 |
7 | using Polarith.AI.Move;
8 | using Polarith.EditorUtils;
9 | using UnityEditor;
10 | using UnityEngine;
11 |
12 | namespace Polarith.AI.MoveEditor
13 | {
14 | [CanEditMultipleObjects]
15 | [CustomEditor(typeof(AIMFormationArrow))]
16 | internal sealed class AIMFormationArrowEditor : AIMFormationEditor
17 | {
18 | #region Properties =============================================================================================
19 |
20 | public override SerializedProperty BehaviourProperty
21 | {
22 | get { return serializedObject.FindProperty("formationArrow"); }
23 | }
24 |
25 | #endregion // Properties
26 |
27 | #region Methods ================================================================================================
28 |
29 | protected override SerializedProperty formationProperty
30 | {
31 | get { return BehaviourProperty; }
32 | }
33 |
34 | //--------------------------------------------------------------------------------------------------------------
35 |
36 | public override void DrawBehaviourInspector()
37 | {
38 | base.DrawBehaviourInspector();
39 |
40 | BehaviourProperty.isExpanded = EditorGUILayout.Foldout(BehaviourProperty.isExpanded,
41 | new GUIContent(BehaviourProperty.displayName, BehaviourProperty.tooltip));
42 | if (BehaviourProperty.isExpanded)
43 | {
44 | EditorGUI.indentLevel++;
45 |
46 | EditorGUI.BeginChangeCheck();
47 | EditorGUILayout.PropertyField(BehaviourProperty.FindPropertyRelative("solid"));
48 |
49 | SerializedProperty shape = BehaviourProperty.FindPropertyRelative("shape");
50 | EditorGUILayout.PropertyField(shape);
51 | EditorGUILayout.PropertyField(BehaviourProperty.FindPropertyRelative("upVector"));
52 |
53 | if (EditorGUI.EndChangeCheck())
54 | {
55 | serializedObject.ApplyModifiedProperties();
56 | foreach (Object t in targets)
57 | ((AIMFormation)t).Formation.UpdateResultPosition();
58 | }
59 |
60 | EditorGUI.indentLevel--;
61 | }
62 | }
63 |
64 | //--------------------------------------------------------------------------------------------------------------
65 |
66 | public override void DrawGizmoInspector()
67 | {
68 | base.DrawGizmoInspector();
69 | EditorGUILayout.PropertyField(serializedObject.FindProperty("formationGizmo"), true);
70 | }
71 |
72 | #endregion // Methods
73 | } // class AIMFormationArrowEditor
74 | } // namespace Polarith.AI.MoveEditor
75 |
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/Assets/Polarith/AI/Editor/Move/Formation/AIMFormationArrowEditor.cs.meta:
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/Assets/Polarith/AI/Editor/Move/Formation/AIMFormationCircleEditor.cs:
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1 | //
2 | // Copyright (c) 2016-2021 Polarith. All rights reserved.
3 | // Licensed under the Polarith Software and Source Code License Agreement.
4 | // See the LICENSE file in the project root for full license information.
5 | //
6 |
7 | using Polarith.AI.Move;
8 | using Polarith.EditorUtils;
9 | using UnityEditor;
10 | using UnityEngine;
11 |
12 | namespace Polarith.AI.MoveEditor
13 | {
14 | [CanEditMultipleObjects]
15 | [CustomEditor(typeof(AIMFormationCircle))]
16 | internal sealed class AIMFormationCircleEditor : AIMFormationEditor
17 | {
18 | #region Properties =============================================================================================
19 |
20 | public override SerializedProperty BehaviourProperty
21 | {
22 | get { return serializedObject.FindProperty("formationCircle"); }
23 | }
24 |
25 | #endregion // Properties
26 |
27 | #region Methods ================================================================================================
28 |
29 | protected override SerializedProperty formationProperty
30 | {
31 | get { return BehaviourProperty; }
32 | }
33 |
34 | //--------------------------------------------------------------------------------------------------------------
35 |
36 | public override void DrawBehaviourInspector()
37 | {
38 | base.DrawBehaviourInspector();
39 |
40 | BehaviourProperty.isExpanded = EditorGUILayout.Foldout(BehaviourProperty.isExpanded,
41 | new GUIContent(BehaviourProperty.displayName, BehaviourProperty.tooltip));
42 | if (BehaviourProperty.isExpanded)
43 | {
44 | EditorGUI.indentLevel++;
45 |
46 | EditorGUI.BeginChangeCheck();
47 | EditorGUILayout.PropertyField(BehaviourProperty.FindPropertyRelative("solid"));
48 | EditorGUILayout.PropertyField(BehaviourProperty.FindPropertyRelative("upVector"));
49 | if (EditorGUI.EndChangeCheck())
50 | {
51 | serializedObject.ApplyModifiedProperties();
52 | foreach (Object t in targets)
53 | ((AIMFormation)t).Formation.UpdateResultPosition();
54 | }
55 |
56 | EditorGUI.indentLevel--;
57 | }
58 | }
59 |
60 | //--------------------------------------------------------------------------------------------------------------
61 |
62 | public override void DrawGizmoInspector()
63 | {
64 | base.DrawGizmoInspector();
65 | EditorGUILayout.PropertyField(serializedObject.FindProperty("formationGizmo"), true);
66 | }
67 |
68 | #endregion // Methods
69 | } // class AIMFormationCircleEditor
70 | } // namespace Polarith.AI.MoveEditor
71 |
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/Assets/Polarith/AI/Editor/Move/Formation/AIMFormationConfigurationEditor.cs:
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1 | //
2 | // Copyright (c) 2016-2021 Polarith. All rights reserved.
3 | // Licensed under the Polarith Software and Source Code License Agreement.
4 | // See the LICENSE file in the project root for full license information.
5 | //
6 |
7 | using Polarith.AI.Move;
8 | using Polarith.EditorUtils;
9 | using UnityEditor;
10 |
11 | namespace Polarith.AI.MoveEditor
12 | {
13 | ///
14 | /// Custom editor for each derived . When inheriting from this class, the two
15 | /// methods and
16 | /// needs to be implemented. These methods define what is shown
17 | /// in the three corresponding inspector tabs.
18 | ///
19 | /// Note that , , , , , and are
22 | /// already implemented for this level of inheritance, so the base versions of these methods should be called for
23 | /// each overridden version of these methods.
24 | ///
25 | [CanEditMultipleObjects]
26 | [CustomEditor(typeof(AIMFormationConfiguration))]
27 | internal sealed class AIMFormationConfiurationEditor : SimpleEditor
28 | {
29 | #region Methods ================================================================================================
30 | public override void OnInspectorGUI()
31 | {
32 | Logo.DrawFormationLayout();
33 | serializedObject.Update();
34 |
35 | EditorGUILayout.PropertyField(serializedObject.FindProperty("agents"), true);
36 | EditorGUILayout.PropertyField(serializedObject.FindProperty("assignOnStart"));
37 | EditorGUILayout.PropertyField(serializedObject.FindProperty("autoObtainChildren"));
38 | EditorGUILayout.PropertyField(serializedObject.FindProperty("autoObtainSize"));
39 | EditorGUILayout.PropertyField(serializedObject.FindProperty("foreignObtainment"));
40 | EditorGUILayout.PropertyField(serializedObject.FindProperty("assignComplexity"));
41 |
42 | serializedObject.ApplyModifiedProperties();
43 | }
44 |
45 | #endregion // Methods
46 | } // class AIMFormationConfigurationEditor
47 | } // namespace Polarith.AI.MoveEditor
48 |
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1 | //
2 | // Copyright (c) 2016-2021 Polarith. All rights reserved.
3 | // Licensed under the Polarith Software and Source Code License Agreement.
4 | // See the LICENSE file in the project root for full license information.
5 | //
6 |
7 |
8 | using Polarith.AI.Move;
9 | using Polarith.EditorUtils;
10 | using UnityEditor;
11 | using UnityEngine;
12 |
13 | namespace Polarith.AI.MoveEditor
14 | {
15 | [CanEditMultipleObjects]
16 | [CustomEditor(typeof(AIMFormationCross))]
17 | internal sealed class AIMFormationCrossEditor : AIMFormationEditor
18 | {
19 | #region Properties =============================================================================================
20 |
21 | public override SerializedProperty BehaviourProperty
22 | {
23 | get { return serializedObject.FindProperty("formationCross"); }
24 | }
25 |
26 | #endregion // Properties
27 |
28 | #region Methods ================================================================================================
29 |
30 | protected override SerializedProperty formationProperty
31 | {
32 | get
33 | {
34 | return BehaviourProperty;
35 | }
36 | }
37 |
38 | //--------------------------------------------------------------------------------------------------------------
39 |
40 | public override void DrawBehaviourInspector()
41 | {
42 | base.DrawBehaviourInspector();
43 |
44 | BehaviourProperty.isExpanded = EditorGUILayout.Foldout(BehaviourProperty.isExpanded,
45 | new GUIContent(BehaviourProperty.displayName, BehaviourProperty.tooltip));
46 | if (BehaviourProperty.isExpanded)
47 | {
48 | EditorGUI.indentLevel++;
49 |
50 | EditorGUI.BeginChangeCheck();
51 | EditorGUILayout.PropertyField(BehaviourProperty.FindPropertyRelative("shape"));
52 | EditorGUILayout.PropertyField(BehaviourProperty.FindPropertyRelative("upVector"));
53 |
54 | if (EditorGUI.EndChangeCheck())
55 | {
56 | serializedObject.ApplyModifiedProperties();
57 | foreach (Object t in targets)
58 | ((AIMFormation)t).Formation.UpdateResultPosition();
59 | }
60 |
61 | EditorGUI.indentLevel--;
62 | }
63 | }
64 |
65 | //--------------------------------------------------------------------------------------------------------------
66 |
67 | public override void DrawGizmoInspector()
68 | {
69 | base.DrawGizmoInspector();
70 | EditorGUILayout.PropertyField(serializedObject.FindProperty("formationGizmo"), true);
71 | }
72 |
73 | #endregion // Methods
74 | } // class AIMFormationCrossEditor
75 | } // namespace Polarith.AI.MoveEditor
76 |
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1 | //
2 | // Copyright (c) 2016-2021 Polarith. All rights reserved.
3 | // Licensed under the Polarith Software and Source Code License Agreement.
4 | // See the LICENSE file in the project root for full license information.
5 | //
6 |
7 | using Polarith.AI.Move;
8 | using Polarith.EditorUtils;
9 | using UnityEditor;
10 | using UnityEngine;
11 |
12 | namespace Polarith.AI.MoveEditor
13 | {
14 | [CanEditMultipleObjects]
15 | [CustomEditor(typeof(AIMFormationLine))]
16 | internal sealed class AIMFormationLineEditor : AIMFormationEditor
17 | {
18 | #region Properties =============================================================================================
19 |
20 | public override SerializedProperty BehaviourProperty
21 | {
22 | get { return serializedObject.FindProperty("formationLine"); }
23 | }
24 |
25 | #endregion // Properties
26 |
27 | #region Methods ================================================================================================
28 |
29 | protected override SerializedProperty formationProperty
30 | {
31 | get
32 | {
33 | return BehaviourProperty;
34 | }
35 | }
36 |
37 | //--------------------------------------------------------------------------------------------------------------
38 |
39 | public override void DrawBehaviourInspector()
40 | {
41 | base.DrawBehaviourInspector();
42 |
43 | BehaviourProperty.isExpanded = EditorGUILayout.Foldout(BehaviourProperty.isExpanded,
44 | new GUIContent(BehaviourProperty.displayName, BehaviourProperty.tooltip));
45 | if (BehaviourProperty.isExpanded)
46 | {
47 | EditorGUI.indentLevel++;
48 |
49 | EditorGUI.BeginChangeCheck();
50 | EditorGUILayout.PropertyField(BehaviourProperty.FindPropertyRelative("upVector"));
51 |
52 | if (EditorGUI.EndChangeCheck())
53 | {
54 | serializedObject.ApplyModifiedProperties();
55 | foreach (Object t in targets)
56 | ((AIMFormation)t).Formation.UpdateResultPosition();
57 | }
58 |
59 | EditorGUI.indentLevel--;
60 | }
61 | }
62 |
63 | //--------------------------------------------------------------------------------------------------------------
64 |
65 | public override void DrawGizmoInspector()
66 | {
67 | base.DrawGizmoInspector();
68 | EditorGUILayout.PropertyField(serializedObject.FindProperty("formationGizmo"), true);
69 | }
70 |
71 | #endregion // Methods
72 | } // class AIMFormationLineEditor
73 | } // namespace Polarith.AI.MoveEditor
74 |
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1 | using UnityEngine;
2 | using Polarith.AI.Move;
3 | using System.Collections;
4 | using System.Collections.Generic;
5 |
6 | namespace Polarith.AI.Package
7 | {
8 | ///
9 | /// This script changes the target of a that enters the trigger.
10 | /// Note, this is just a script for our example scenes and therefore not part of the actual API. We do not guarantee
11 | /// that this script is working besides our examples.
12 | ///
13 | public class TriggerFollowTarget : MonoBehaviour
14 | {
15 | #region Fields =================================================================================================
16 |
17 | ///
18 | /// New target game object that is assigned to .
19 | ///
20 | [Tooltip("New target GameObject of the FormationSetup.")]
21 | public GameObject NewTargetObject;
22 |
23 | ///
24 | /// Toggle if the agents of the formation that enters the trigger should be re-assigned.
25 | ///
26 | [Tooltip("Toggle if the agents of the formation that enters the trigger should be re-assigned.")]
27 | public bool ReAssign = true;
28 |
29 | ///
30 | /// List of additional configurations that should be triggered to update.
31 | ///
32 | [Tooltip("List of additional configurations that should be triggered to update.")]
33 | public List AdditionalConfigs = new List();
34 |
35 | #endregion // Fields
36 |
37 | #region Methods ================================================================================================
38 |
39 | private void OnTriggerEnter2D(Collider2D other)
40 | {
41 | AIMFollow f = other.transform.gameObject.GetComponent();
42 | if (f != null)
43 | f.Target = NewTargetObject;
44 | }
45 |
46 | private void OnTriggerExit2D(Collider2D collision)
47 | {
48 | StartCoroutine(WaitRoutine());
49 |
50 | AIMFormationConfiguration c = collision.transform.gameObject.GetComponent();
51 | if (c != null)
52 | {
53 | c.UpdateConfig();
54 | foreach (AIMFormationConfiguration config in AdditionalConfigs)
55 | config.UpdateConfig();
56 | }
57 |
58 | }
59 |
60 | IEnumerator WaitRoutine()
61 | {
62 | yield return new WaitForSeconds(0.1f);
63 | }
64 |
65 | #endregion // Methods
66 | } // class TriggerFollowTarget
67 | } // namespace Polarith.AI.Package
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1 | //
2 | // MIT License
3 | // Copyright (c) 2021 Polarith.
4 | // See the LICENSE file in the project root for full license information.
5 | //
6 |
7 | namespace Polarith.AI.Move
8 | {
9 | ///
10 | /// Used as constraint version of to avoid inverse mapping. Cast this type to
11 | /// to use within the
12 | /// and methods in order to specify the desired
14 | /// type of the applied mapping function.
15 | ///
16 | public enum NonInverseMappingType
17 | {
18 | ///
19 | /// Results in 1 constantly.
20 | ///
21 | Constant,
22 |
23 | ///
24 | /// Maps linearly from the min/max interval to 0 and 1.
25 | ///
26 | Linear,
27 |
28 | ///
29 | /// Applies a quadratic mapping from the min/max interval to 0 and 1.
30 | ///
31 | Quadratic,
32 |
33 | ///
34 | /// Applies a square root mapping from the min/max interval to 0 and 1.
35 | ///
36 | SquareRoot
37 | } // enum NonInverseMappingType
38 | } // namespace Polarith.AI.Move
39 |
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1 | //
2 | // MIT License
3 | // Copyright (c) 2021 Polarith.
4 | // See the LICENSE file in the project root for full license information.
5 | //
6 |
7 | namespace Polarith.AI.Move
8 | {
9 | ///
10 | /// Defines the visual shape of the formation. You select whether the formation should be build as 2D or 3D
11 | /// version, i.e., as a flat rectangle or as a cuboid. The concrete shape depends on the corresponding formation
12 | /// type.
13 | ///
14 | public enum ShapeType
15 | {
16 | ///
17 | /// 2-dimensional representation.
18 | ///
19 | Planar,
20 |
21 | ///
22 | /// 3-dimensional representation.
23 | ///
24 | Spatial
25 | } // enum ShapeType
26 | } // namespace Polarith.AI.Move
27 |
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1 | //
2 | // MIT License
3 | // Copyright (c) 2021 Polarith.
4 | // See the LICENSE file in the project root for full license information.
5 | //
6 |
7 | using System;
8 | using UnityEngine;
9 |
10 | namespace Polarith.AI.Move
11 | {
12 | ///
13 | /// Builds a line-shaped formation, by computing the position for a specific individual (back-end class). Each
14 | /// agent inside the formation is placed equidistantly along a line.
15 | ///
16 | [Serializable]
17 | public sealed class FormationLine : Formation
18 | {
19 | #region Fields =================================================================================================
20 |
21 | [Tooltip("Axis-aligned up vector of the agent according to the attached AIMSensor.")]
22 | [SerializeField]
23 | private Vector3 upVector;
24 |
25 | private Vector3 pos;
26 | private Vector3 layerStart;
27 |
28 | #endregion // Fields
29 |
30 | #region Properties =============================================================================================
31 |
32 | ///
33 | /// Axis-aligned up vector of the agent according to the attached .
34 | ///
35 | public Vector3 UpVector
36 | {
37 | get { return upVector; }
38 | set { upVector = value; }
39 | }
40 |
41 | #endregion // Properties
42 |
43 | #region Methods ================================================================================================
44 |
45 | ///
46 | /// Overwritten method to build up a , i.e., placing agents in a line, by computing
47 | /// the of each agent. Units are placed equidistantly on a line with
48 | /// as distance between them. This method computes only the position of a single
49 | /// agent with respect to the whole formation.
50 | ///
51 | public override Vector3 ComputePosition()
52 | {
53 | layers = 1;
54 | layerStart = Vector3.zero;
55 | layerStart.x -= (size - 1) / 2f * spacing;
56 |
57 | pos = layerStart;
58 | pos.x += positionInFormation * spacing;
59 |
60 | ChangeOrientation(upVector, ref pos);
61 | return pos;
62 | }
63 |
64 | #endregion // Methods
65 | } // class FormationLine
66 | } // namespace Polarith.AI.Move
67 |
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1 | //
2 | // MIT License
3 | // Copyright (c) 2021 Polarith.
4 | // See the LICENSE file in the project root for full license information.
5 | //
6 |
7 | namespace Polarith.Utils
8 | {
9 | ///
10 | /// Struct to store two variables (X,Y) of any type.
11 | ///
12 | public struct Tuple
13 | {
14 | ///
15 | /// First value.
16 | ///
17 | public T X;
18 |
19 | ///
20 | /// Second value.
21 | ///
22 | public U Y;
23 |
24 | ///
25 | /// Contructor that takes two arguments of any type.
26 | ///
27 | public Tuple(T _x, U _y)
28 | {
29 | X = _x;
30 | Y = _y;
31 | }
32 | } // struct Tuple
33 | } // namespace Polarith.Utils
34 |
35 |
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/Assets/Polarith/AI/Sources/Shared/Utils/TupleInt.cs:
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1 | //
2 | // MIT License
3 | // Copyright (c) 2021 Polarith.
4 | // See the LICENSE file in the project root for full license information.
5 | //
6 |
7 | using System;
8 | using UnityEngine;
9 |
10 | namespace Polarith.Utils
11 | {
12 | ///
13 | /// Serializable struct to store two variables (X,Y) of type integer. The serialization is necessary for custom
14 | /// editors.
15 | ///
16 | [Serializable]
17 | public struct TupleInt
18 | {
19 | ///
20 | /// First integer value.
21 | ///
22 | [SerializeField]
23 | public int X;
24 |
25 | ///
26 | /// Second integer value.
27 | ///
28 | [SerializeField]
29 | public int Y;
30 |
31 | ///
32 | /// Constructor that takes two arguments of type integer.
33 | ///
34 | public TupleInt(int _x, int _y)
35 | {
36 | X = _x;
37 | Y = _y;
38 | }
39 | } // struct TupleInt
40 | } // namespace Polarith.Utils
41 |
42 |
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2021 Polarith GmbH
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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2 | "dependencies": {
3 | "com.unity.ads": "2.0.8",
4 | "com.unity.analytics": "3.2.3",
5 | "com.unity.collab-proxy": "1.2.15",
6 | "com.unity.package-manager-ui": "2.0.13",
7 | "com.unity.purchasing": "2.2.1",
8 | "com.unity.textmeshpro": "1.4.1",
9 | "com.unity.modules.ai": "1.0.0",
10 | "com.unity.modules.animation": "1.0.0",
11 | "com.unity.modules.assetbundle": "1.0.0",
12 | "com.unity.modules.audio": "1.0.0",
13 | "com.unity.modules.cloth": "1.0.0",
14 | "com.unity.modules.director": "1.0.0",
15 | "com.unity.modules.imageconversion": "1.0.0",
16 | "com.unity.modules.imgui": "1.0.0",
17 | "com.unity.modules.jsonserialize": "1.0.0",
18 | "com.unity.modules.particlesystem": "1.0.0",
19 | "com.unity.modules.physics": "1.0.0",
20 | "com.unity.modules.physics2d": "1.0.0",
21 | "com.unity.modules.screencapture": "1.0.0",
22 | "com.unity.modules.terrain": "1.0.0",
23 | "com.unity.modules.terrainphysics": "1.0.0",
24 | "com.unity.modules.tilemap": "1.0.0",
25 | "com.unity.modules.ui": "1.0.0",
26 | "com.unity.modules.uielements": "1.0.0",
27 | "com.unity.modules.umbra": "1.0.0",
28 | "com.unity.modules.unityanalytics": "1.0.0",
29 | "com.unity.modules.unitywebrequest": "1.0.0",
30 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
31 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
32 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
33 | "com.unity.modules.unitywebrequestwww": "1.0.0",
34 | "com.unity.modules.vehicles": "1.0.0",
35 | "com.unity.modules.video": "1.0.0",
36 | "com.unity.modules.vr": "1.0.0",
37 | "com.unity.modules.wind": "1.0.0",
38 | "com.unity.modules.xr": "1.0.0"
39 | }
40 | }
41 |
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