| | | 1 | | using UnityEngine; |
| | | 2 | | |
| | | 3 | | // Ideal movement. |
| | | 4 | | // |
| | | 5 | | // Threats can be modeled as moving ideally, i.e., without the influence of drag or gravity. |
| | | 6 | | public class IdealMovement : AerialMovement { |
| | 9 | 7 | | public IdealMovement(IAgent agent) : base(agent) {} |
| | | 8 | | |
| | | 9 | | // Determine the agent's actual acceleration input given its intended acceleration input by |
| | | 10 | | // applying physics and other constraints. Ideal movement implies no drag or gravity, but the |
| | | 11 | | // agent may be limited by its own maximum forward and normal accelerations. |
| | 3 | 12 | | public override Vector3 Act(in Vector3 accelerationInput) { |
| | 3 | 13 | | return LimitAccelerationInput(accelerationInput); |
| | 3 | 14 | | } |
| | | 15 | | } |