新增SensorToolkit

This commit is contained in:
2026-05-23 08:48:48 +08:00
parent 9369f512d1
commit 81c326af53
557 changed files with 186698 additions and 137 deletions

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example
{
public class AlarmController : MonoBehaviour {
public Light PointLight;
public Color AlarmColour;
public float FlashFrequency;
bool alarmStarted = false;
public static AlarmController Instance {
get {
if (instance == null) {
instance = Object.FindFirstObjectByType<AlarmController>();
}
return instance;
}
}
static AlarmController instance;
public bool IsAlarmState => alarmStarted && WhoTrippedAlarm != null;
public GameObject WhoTrippedAlarm { get; private set; }
public void StartAlarm(GameObject whoTrippedAlarm) {
if (!alarmStarted) {
WhoTrippedAlarm = whoTrippedAlarm;
StartCoroutine(alarmRoutine());
}
}
IEnumerator alarmRoutine() {
alarmStarted = true;
PointLight.color = AlarmColour;
var startIntensity = PointLight.intensity;
while (true) {
var intensity = (Mathf.Sin(FlashFrequency * Time.time * Mathf.PI * 2f) + 1f) / 2f * startIntensity;
PointLight.intensity = intensity;
yield return null;
}
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example
{
public class AutomaticSlidingDoor : MonoBehaviour
{
public Sensor ObjectSensor;
public GameObject LeftDoor;
public GameObject RightDoor;
public float SlideAmount;
public float Speed;
Vector3 leftStart;
Vector3 rightStart;
void Start()
{
leftStart = LeftDoor.transform.localPosition;
rightStart = RightDoor.transform.localPosition;
StartCoroutine(ClosingState());
}
IEnumerator ClosingState()
{
Start:
if (ObjectSensor.GetNearestDetection() != null)
{
StartCoroutine(OpeningState()); yield break;
}
LeftDoor.transform.localPosition = Vector3.Lerp(LeftDoor.transform.localPosition, leftStart, Time.deltaTime * Speed);
RightDoor.transform.localPosition = Vector3.Lerp(RightDoor.transform.localPosition, rightStart, Time.deltaTime * Speed);
yield return null;
goto Start;
}
IEnumerator OpeningState()
{
Start:
if (ObjectSensor.GetNearestDetection() == null)
{
StartCoroutine(ClosingState()); yield break;
}
LeftDoor.transform.localPosition = Vector3.Lerp(LeftDoor.transform.localPosition, leftStart - Vector3.right * SlideAmount, Time.deltaTime * Speed);
RightDoor.transform.localPosition = Vector3.Lerp(RightDoor.transform.localPosition, rightStart + Vector3.right * SlideAmount, Time.deltaTime * Speed);
yield return null;
goto Start;
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example
{
public class CameraFollow : MonoBehaviour
{
public GameObject ToFollow;
public float Speed;
Vector3 offset;
void Start()
{
offset = transform.position - ToFollow.transform.position;
}
void LateUpdate()
{
if (ToFollow == null) return;
var targetPos = ToFollow.transform.position + offset;
transform.position = Vector3.Lerp(transform.position, targetPos, Time.deltaTime * Speed);
}
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Micosmo.SensorToolkit.Extras;
namespace Micosmo.SensorToolkit.Example {
public class GuardAI : StupidSimpleFSM {
public Transform[] PatrolPath;
public float WaypointArriveDistance;
public float PauseTime;
public float WanderDistance;
public float SoundAlarmTime;
[Header("References")]
public GameObject GunPivot;
public SteeringSensor Steering;
public NavMeshPathfinder Pathfinder;
public Sensor Sight;
public GunWithClip gun;
public TeamMember team;
bool ascending = true;
void OnEnable() {
SetFSMState(PatrolState());
}
Coroutine CheckHostileTransitions() {
var nearestEnemy = Sight.GetNearestDetection(s => team.IsEnemy(s.Object));
if (nearestEnemy != null) {
return SetFSMState(AttackState(nearestEnemy));
}
if (AlarmController.Instance.IsAlarmState) {
return SetFSMState(Chase());
}
return null;
}
IEnumerator PatrolState() {
var nextWaypoint = GetNearestWaypointIndex();
while (true) {
yield return CheckHostileTransitions();
Steering.ArriveTo(PatrolPath[nextWaypoint]);
if ((transform.position - PatrolPath[nextWaypoint].position).magnitude < WaypointArriveDistance) {
// We've arrived at our target waypoint. Select the next waypoint.
nextWaypoint = ascending ? nextWaypoint + 1 : nextWaypoint - 1;
// If this was the last waypoint in the sequence then pause for a moment before following
// the waypoints in reverse.
if (nextWaypoint >= PatrolPath.Length || nextWaypoint < 0) {
ascending = !ascending;
yield return SetFSMState(PauseState());
}
}
}
}
IEnumerator PauseState() {
Steering.ArriveTo(transform.position + WanderVector());
float timer = PauseTime;
while (timer > 0f) {
timer -= Time.deltaTime;
yield return CheckHostileTransitions();
}
yield return SetFSMState(PatrolState());
}
IEnumerator AttackState(GameObject ToAttack) {
Steering.Stop();
Steering.Locomotion.Strafing.SetFaceTarget(ToAttack.transform);
var alarmTimer = SoundAlarmTime;
while (true) {
yield return null;
if (ToAttack == null) {
yield return SetFSMState(PauseState());
}
if (!Sight.IsDetected(ToAttack)) {
break;
}
alarmTimer -= Time.deltaTime;
if (alarmTimer <= 0f) {
AlarmController.Instance.StartAlarm(ToAttack);
}
// Rotate the gun in hand to face the enemy, reload if empty, otherwise fire the gun.
GunPivot.transform.LookAt(new Vector3(ToAttack.transform.position.x, GunPivot.transform.position.y, ToAttack.transform.position.z));
if (gun.IsEmptyClip) {
gun.Reload();
} else {
gun.Fire();
}
}
Steering.Locomotion.Strafing.Clear();
GunPivot.transform.localRotation = Quaternion.identity; // Return gun rotation back to resting position
yield return SetFSMState(Investigate(ToAttack.transform.position));
}
IEnumerator Investigate(Vector3 position) {
Steering.ArriveTo(position);
float timer = 5f;
while (timer > 0f) {
timer -= Time.deltaTime;
yield return CheckHostileTransitions();
if (Steering.IsDestinationReached) {
break;
}
}
yield return SetFSMState(PauseState());
}
IEnumerator Chase() {
while (true) {
yield return CheckHostileTransitions();
if (AlarmController.Instance.WhoTrippedAlarm == null) {
yield return SetFSMState(PauseState());
}
Pathfinder.SetTargetTransform(AlarmController.Instance.WhoTrippedAlarm.transform);
if (Pathfinder.IsPathReady) {
Steering.SeekTo(Pathfinder.NextCorner);
}
}
}
int GetNearestWaypointIndex() {
float nearestDist = 0f;
int nearest = -1;
for (int i = 0; i < PatrolPath.Length; i++) {
var dist = (transform.position - PatrolPath[i].position).sqrMagnitude;
if (dist < nearestDist || nearest == -1) {
nearest = i;
nearestDist = dist;
}
}
return nearest;
}
Vector3 WanderVector() {
var rv = new Vector3(Random.Range(-1f, 1f), 0f, Random.Range(-1f, 1f)).normalized;
return rv * WanderDistance;
}
}
}

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using UnityEngine;
using System.Collections;
namespace Micosmo.SensorToolkit.Example {
public class PlayerInput : MonoBehaviour {
public LocomotionSystem Locomotion;
[Header("References")]
public Rigidbody RB;
public Sensor InteractionRange;
public Holder Holder;
void Update() {
// Project mouse position onto worlds plane at y=0
var mousePosScreen = Input.mousePosition;
var camPosition = Camera.main.transform.position;
var camForward = Camera.main.transform.forward;
var camDepthToGroundPlane = -camPosition.y / camForward.y;
mousePosScreen.z = camDepthToGroundPlane;
var mousePosGroundPlane = Camera.main.ScreenToWorldPoint(mousePosScreen);
Locomotion.Strafing.SetFaceTarget((mousePosGroundPlane - transform.position).normalized);
// Pickup the pickup if its in range
var pickup = InteractionRange.GetNearestComponent<Holdable>();
if (pickup != null && !pickup.IsHeld) {
Holder.PickUp(pickup);
}
}
void FixedUpdate() {
var horiz = Input.GetAxis("Horizontal");
var vert = Input.GetAxis("Vertical");
var vMove = new Vector3(horiz, 0, vert);
Locomotion.CharacterSeek(RB, 10 * vMove, Vector3.up);
}
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Micosmo.SensorToolkit.Extras;
namespace Micosmo.SensorToolkit.Example {
public class SecurityCamera : StupidSimpleFSM {
public float RotationSpeed;
public float ScanTime;
public float TrackTime;
public float ScanArcAngle;
public Color ScanColour;
public Color TrackColour;
public Color AlarmColour;
[Header("References")]
public TeamMember TeamMember;
public Light SpotLight;
public Sensor Sensor;
Quaternion leftExtreme;
Quaternion rightExtreme;
Quaternion targetRotation;
void Awake() {
leftExtreme = Quaternion.AngleAxis(ScanArcAngle / 2f, Vector3.up) * transform.rotation;
rightExtreme = Quaternion.AngleAxis(-ScanArcAngle / 2f, Vector3.up) * transform.rotation;
}
void OnEnable() {
targetRotation = transform.rotation;
transform.rotation = rightExtreme;
SetFSMState(ChooseScanDirectionState());
}
void Update() {
transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, RotationSpeed * Time.deltaTime);
}
IEnumerator ChooseScanDirectionState() {
if (targetRotation == leftExtreme) {
targetRotation = rightExtreme;
} else {
targetRotation = leftExtreme;
}
yield return SetFSMState(ScanState());
}
IEnumerator ScanState() {
var timer = ScanTime;
SpotLight.color = ScanColour;
while (timer >= 0) {
timer -= Time.deltaTime;
yield return null;
if (AlarmController.Instance.IsAlarmState) {
yield return SetFSMState(AlarmState());
}
var nearestEnemy = Sensor.GetNearestDetection(s => TeamMember.IsEnemy(s.Object));
if (nearestEnemy != null) {
yield return SetFSMState(TrackState(nearestEnemy));
}
}
yield return SetFSMState(ChooseScanDirectionState());
}
IEnumerator TrackState(GameObject target) {
SpotLight.color = TrackColour;
var timer = TrackTime;
while (timer > 0f) {
timer -= Time.deltaTime;
yield return null;
if (!Sensor.IsDetected(target)) {
yield return SetFSMState(ChooseScanDirectionState());
}
targetRotation = Quaternion.LookRotation(target.transform.position - transform.position, Vector3.up);
}
AlarmController.Instance.StartAlarm(target);
yield return SetFSMState(AlarmState());
}
IEnumerator AlarmState() {
targetRotation = transform.rotation;
SpotLight.color = AlarmColour;
yield return null;
}
}
}

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