using UnityEngine;
using System.Collections;
public class SteeringForPursuit : Steering {
public GameObject target;
private Vector3 desiredVelocity;
private Vehicle m_vehicle;
private float maxSpeed;
void Start () {
m_vehicle = GetComponent<Vehicle>();
maxSpeed = m_vehicle.maxSpeed;
}
public override Vector3 Force()
{
Vector3 toTarget = target.transform.position - transform.position;
float relativeDirection = Vector3.Dot(transform.forward, target.transform.forward);
if ((Vector3.Dot(toTarget, transform.forward) > ) && (relativeDirection < -f))
{
desiredVelocity = (target.transform.position - transform.position).normalized * maxSpeed;
return (desiredVelocity - m_vehicle.velocity);
}
float lookaheadTime = toTarget.magnitude / (maxSpeed + target.GetComponent<Vehicle>().velocity.magnitude);
desiredVelocity = (target.transform.position + target.GetComponent<Vehicle>().velocity * lookaheadTime - transform.position).normalized * maxSpeed;
return (desiredVelocity - m_vehicle.velocity);
}
}