[#79] AI peds pathfinding (#111)

* Added Ped AI with debug info

* Improved ped AI + auto spawn for each players

* Disabling Ped Spawner script for clients

* Added flee script for peds and reworked peds AI

* Optimized Ped spawning script

* Removed unused ped command

* Convert class to struct in NodeFile.cs

* Revert style on Ped_Spawning

* Fixed respawning ped issue on multiplayer

* Improved ped's AI and spawns

* Added FindYCoordWithXZ method

* Fixed peds spawn point on bridges + added Ped tag

* Removed Ped tag to improve performances

* Fixed ped trying to spawn when player is in interior
This commit is contained in:
Damien 2021-08-08 01:05:13 +02:00 committed by GitHub
parent 7b491d49ae
commit 5862efba4f
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
12 changed files with 840 additions and 9 deletions

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@ -102,6 +102,7 @@ namespace SanAndreasUnity.Behaviours
new LoadingStep ( StepLoadMap, "Loading map", 2.1f ),
new LoadingStep ( StepLoadSpecialTextures, "Loading special textures", 0.01f ),
// new LoadingStep ( StepLoadGXT, "Loading GXT", 0.15f),
new LoadingStep ( StepLoadPaths, "Loading paths"),
};
@ -427,9 +428,13 @@ namespace SanAndreasUnity.Behaviours
GXT.Load();
}
private static void StepLoadPaths()
{
Assets.Scripts.Importing.Paths.NodeReader.StepLoadPaths();
}
public static float GetProgressPerc ()
public static float GetProgressPerc ()
{
if (m_currentStepIndex <= 0)
return 0f;

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@ -0,0 +1,160 @@
using Assets.Scripts.Importing.Paths;
using SanAndreasUnity.Importing.Items.Definitions;
using SanAndreasUnity.Net;
using SanAndreasUnity.Utilities;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace SanAndreasUnity.Behaviours
{
public class PathsManager : MonoBehaviour
{
public const float MaxNPCDistance = 100.0f; // Max distance from each players before delete
public const float MinNPCCreateDistance = 50.0f; // Min distance from each players to spawn ped
public const float RefreshRate = 2f; // Number of seconds between each refresh
public const int MaxNumberOfNPCAtSpawnPoint = 25;
public int NumberOfPeds; // Debug data only
private float lastUpdateTime;
void Awake()
{
lastUpdateTime = Time.time;
}
private void Update()
{
if (NetStatus.IsServer)
{
if (Time.time > lastUpdateTime + RefreshRate)
{
List<Ped> npcs = Ped.AllPeds.Where(ped => ped.PlayerOwner == null).ToList();
List<Ped> players = Ped.AllPeds.Where(ped => ped.PlayerOwner != null).ToList();
List<Vector3> playersPos = new List<Vector3>();
foreach (Ped player in players)
{
playersPos.Add(player.transform.position);
}
bool isNearPlayer; // If false, delete NPC
foreach (Ped npc in npcs)
{
isNearPlayer = false;
foreach (Ped player in players)
{
if (Vector3.Distance(npc.transform.position, player.transform.position) < MaxNPCDistance)
isNearPlayer = true;
}
if(!isNearPlayer)
Destroy(npc.gameObject);
}
int nbrOfNPCInZone;
foreach (Ped player in players)
{
nbrOfNPCInZone = 0;
foreach (Ped npc in npcs)
{
if (Vector3.Distance(npc.transform.position, player.transform.position) < MaxNPCDistance)
nbrOfNPCInZone++;
}
if (nbrOfNPCInZone < 5)
{
Vector3 targetZone = player.transform.position + player.Heading * MinNPCCreateDistance;
StartCoroutine(SpawnPedWithAI(targetZone));
}
}
NumberOfPeds = GameObject.FindObjectsOfType<Ped_AI>().Count();
lastUpdateTime = Time.time;
}
}
}
public static System.Collections.IEnumerator SpawnPedWithAI(Vector3 targetZone)
{
if (NetStatus.IsServer)
{
int currentArea = NodeFile.GetAreaFromPosition(targetZone);
List<int> nearAreas = NodeFile.GetAreaNeighborhood(currentArea);
List<Ped> pedList = new List<Ped>();
foreach (NodeFile file in NodeReader.Nodes.Where(f => nearAreas.Contains(f.Id) || f.Id == currentArea))
{
foreach (PathNode node in file.PathNodes.Where(pn => pn.NodeType > 2
&& Vector3.Distance(pn.Position, targetZone) < MaxNPCDistance
&& Vector3.Distance(pn.Position, targetZone) > MinNPCCreateDistance))
{
if (UnityEngine.Random.Range(0, 255) > node.Flags.SpawnProbability)
{
PathNode pedNode = node;
Vector3 spawnPos = new Vector3(pedNode.Position.x, pedNode.Position.y, pedNode.Position.z);
Ped newPed = Ped.SpawnPed(Ped.RandomPedId, spawnPos + new Vector3(0, 1, 0), Quaternion.identity, true);
Ped_AI ai = newPed.gameObject.AddComponent<Ped_AI>();
ai.CurrentNode = pedNode;
ai.TargetNode = pedNode;
pedList.Add(newPed);
yield return new WaitForEndOfFrame();
}
if (GameObject.FindObjectsOfType<Ped_AI>().Where(p => Math.Abs(Vector3.Distance(p.transform.position, targetZone)) < MaxNPCDistance).Count() > MaxNumberOfNPCAtSpawnPoint)
break;
}
}
yield return new WaitForEndOfFrame();
foreach (Ped ped in pedList)
{
Weapon weapon = null;
switch (ped.PedDef.DefaultType)
{
case PedestrianType.Cop:
weapon = ped.WeaponHolder.SetWeaponAtSlot(346, 0);
break;
case PedestrianType.Criminal:
weapon = ped.WeaponHolder.SetWeaponAtSlot(347, 0);
break;
case PedestrianType.GangMember:
weapon = ped.WeaponHolder.SetWeaponAtSlot(352, 0);
break;
}
if (weapon != null)
{
ped.WeaponHolder.SwitchWeapon(weapon.SlotIndex);
WeaponHolder.AddRandomAmmoAmountToWeapon(weapon);
}
}
}
}
public static PathNode GetNextPathNode(PathNode origin, PathNode current)
{
List<int> areas = NodeFile.GetAreaNeighborhood(origin.AreaID);
NodeFile file = NodeReader.Nodes.Where(f => f.Id == origin.AreaID).First();
List<PathNode> possibilities = new List<PathNode>();
for (int i = 0; i < current.LinkCount; i++)
{
int linkArrayIndex = current.BaseLinkID + i;
NodeFile nf = NodeReader.Nodes.Single(nf2 => nf2.Id == file.NodeLinks[linkArrayIndex].AreaID);
PathNode target = nf.PathNodes.ElementAt(file.NodeLinks[linkArrayIndex].NodeID);
if (!target.Equals(origin))
possibilities.Add(target);
}
if (possibilities.Count > 0)
{
return possibilities.ElementAt(UnityEngine.Random.Range(0, possibilities.Count - 1));
}
else
{
//No possibilites found, returning to origin
return origin;
}
}
}
}

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@ -199,8 +199,11 @@ namespace SanAndreasUnity.Behaviours
}
}
F.InvokeEventExceptionSafe(onStart, this);
if(this.PlayerOwner != null)
StartCoroutine(PathsManager.SpawnPedWithAI(this.transform.position));
F.InvokeEventExceptionSafe(onStart, this);
}
void OnEnable ()
@ -369,8 +372,8 @@ namespace SanAndreasUnity.Behaviours
this.transform.position = hit.point + Vector3.up * (characterController.height + 0.1f);
this.Velocity = Vector3.zero;
Debug.LogFormat ("Found ground at {0}, distance {1}, object name {2}, num attempts {3}, {4}, ped {5}", hit.point, hit.distance,
hit.transform.name, numAttempts, customMessage, this.DescriptionForLogging);
//Debug.LogFormat ("Found ground at {0}, distance {1}, object name {2}, num attempts {3}, {4}, ped {5}", hit.point, hit.distance,
// hit.transform.name, numAttempts, customMessage, this.DescriptionForLogging);
}

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@ -0,0 +1,124 @@
using Assets.Scripts.Importing.Paths;
using UnityEngine;
using SanAndreasUnity.Utilities;
using SanAndreasUnity.Net;
namespace SanAndreasUnity.Behaviours
{
public enum PedAction
{
WalkingAround,
Chasing,
Escaping
}
public class Ped_AI : MonoBehaviour
{
[SerializeField] private Vector3 currentNodePos;
[SerializeField] private Vector3 targetNodePos;
[SerializeField] private Vector2 targetNodeOffset; // Adding random offset to prevent peds to have the exact destination
public PedAction Action;
/// <summary>
/// The node where the Ped starts
/// </summary>
public PathNode CurrentNode;
/// <summary>
/// The node the Ped is targeting
/// </summary>
public PathNode TargetNode;
/// <summary>
/// The ped the Ped is chasing
/// </summary>
public Ped TargetPed;
public Ped MyPed { get; private set; }
// Use this for initialization
void Start()
{
this.MyPed = this.GetComponentOrLogError<Ped>();
Ped.onDamaged += Ped_onDamaged;
}
private void Ped_onDamaged(Ped hitPed, DamageInfo dmgInfo, Ped.DamageResult dmgResult)
{
if(hitPed.Equals(this.MyPed))
{
if (this.MyPed.PedDef.DefaultType == Importing.Items.Definitions.PedestrianType.Criminal ||
this.MyPed.PedDef.DefaultType == Importing.Items.Definitions.PedestrianType.Cop ||
this.MyPed.PedDef.DefaultType == Importing.Items.Definitions.PedestrianType.GangMember)
{
TargetPed = (Ped)dmgInfo.attacker;
this.Action = PedAction.Chasing;
}
else
this.Action = PedAction.Escaping;
}
}
// Update is called once per frame
void Update()
{
this.MyPed.ResetInput();
if (NetStatus.IsServer)
{
switch (this.Action)
{
case PedAction.WalkingAround:
currentNodePos = CurrentNode.Position;
targetNodePos = TargetNode.Position;
if (Vector2.Distance(new Vector2(this.gameObject.transform.position.x, this.gameObject.transform.position.z), new Vector2(targetNodePos.x, targetNodePos.z)) < 3)
{
PathNode previousNode = CurrentNode;
CurrentNode = TargetNode;
TargetNode = PathsManager.GetNextPathNode(previousNode, CurrentNode);
targetNodeOffset = new Vector2(UnityEngine.Random.Range(-2, 2), UnityEngine.Random.Range(-2, 2));
}
this.MyPed.IsWalkOn = true;
Vector3 dest = targetNodePos + new Vector3(targetNodeOffset.x, 0, targetNodeOffset.y);
this.MyPed.Movement = (dest - this.MyPed.transform.position).normalized;
this.MyPed.Heading = this.MyPed.Movement;
break;
case PedAction.Chasing:
if (this.TargetPed != null)
{
if (Vector3.Distance(TargetPed.transform.position, this.MyPed.transform.position) < 10f)
{
this.MyPed.AimDirection = (TargetPed.transform.position - this.MyPed.transform.position).normalized;
this.MyPed.IsAimOn = true;
this.MyPed.IsFireOn = true;
}
else
{
this.MyPed.IsRunOn = true;
this.MyPed.Movement = (TargetPed.transform.position - this.MyPed.transform.position).normalized;
this.MyPed.Heading = this.MyPed.Movement;
}
}
else // The target is dead/disconnected
{
this.Action = PedAction.WalkingAround;
}
break;
case PedAction.Escaping:
currentNodePos = CurrentNode.Position;
targetNodePos = TargetNode.Position;
if (Vector2.Distance(new Vector2(this.gameObject.transform.position.x, this.gameObject.transform.position.z), new Vector2(TargetNode.Position.x, TargetNode.Position.z)) < 1f)
{
PathNode previousNode = CurrentNode;
CurrentNode = TargetNode;
TargetNode = PathsManager.GetNextPathNode(CurrentNode, previousNode);
}
this.MyPed.IsSprintOn = true;
this.MyPed.Movement = (TargetNode.Position - this.MyPed.transform.position).normalized;
this.MyPed.Heading = this.MyPed.Movement;
break;
}
}
}
}
}

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@ -0,0 +1,315 @@
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
/// <summary>
/// Script created by RobinS-S
/// </summary>
namespace Assets.Scripts.Importing.Paths
{
public enum PathNodeTrafficLevel
{
Full = 0,
High = 1,
Medium = 2,
Low = 3
}
public struct PathNodeFlag
{
public PathNodeTrafficLevel TrafficLevel;
public bool RoadBlocks;
public bool IsWater;
public bool EmergencyOnly;
public bool IsHighway;
public int SpawnProbability;
public override string ToString()
{
return "TrafficLevel=" + TrafficLevel + ",Roadblocks=" + RoadBlocks + ",IsWater=" + IsWater + "\r\n" +
"EmergencyOnly=" + EmergencyOnly + ",IsHighway=" + IsHighway + ",SpawnProbability=" + SpawnProbability;
}
}
public struct PathNode
{
public Vector3 Position { get; set; }
public int BaseLinkID { get; set; }
public int AreaID { get; set; }
public int NodeID { get; set; }
public float PathWidth { get; set; }
public int NodeType { get; set; } // enum
public int LinkCount { get; set; }
public PathNodeFlag Flags;
}
public struct NavNode
{
public Vector2 Position { get; set; }
public int TargetAreaID { get; set; }
public int TargetNodeID { get; set; }
public Vector2 Direction { get; set; }
public int Width { get; set; }
public int NumLeftLanes { get; set; }
public int NumRightLanes { get; set; }
public int TrafficLightDirection { get; set; }
public int TrafficLightBehavior { get; set; }
public int IsTrainCrossing { get; set; }
public byte Flags { get; set; }
}
public struct NodeLink
{
public int AreaID { get; set; }
public int NodeID { get; set; }
public int Length { get; set; }
}
public struct PathIntersectionFlags
{
public bool IsRoadCross { get; set; }
public bool IsTrafficLight { get; set; }
}
public struct NavNodeLink
{
public int NodeLink { get; set; }
public int AreaID { get; set; }
}
public class NodeReader
{
public static List<NodeFile> Nodes { get; set; }
public static float[][] Borders { get; private set; }
public static void StepLoadPaths()
{
int row;
int col;
Borders = new float[64][];
//TODO: according to https://gtamods.com/wiki/Paths_%28GTA_SA%29 only the active area and those surrounding it should be loaded at a time
for (int i = 0; i < 64; i++)
{
using (Stream node = SanAndreasUnity.Importing.Archive.ArchiveManager.ReadFile("nodes" + i + ".dat"))
{
NodeFile nf = new NodeFile(i, node);
AddNode(nf);
}
row = (int)(i % 8);
col = (int)(i / 8);
Borders[i] = new float[] { -3000 + (750 * row), -3000 + (750 * col) };
}
}
public static void AddNode(NodeFile node)
{
if (Nodes == null) Nodes = new List<NodeFile>();
Nodes.Add(node);
}
}
public class NodeFile
{
public int Id { get; set; }
public int NumOfNodes { get; set; }
public int NumOfVehNodes { get; set; }
public int NumOfPedNodes { get; set; }
public int NumOfNavNodes { get; set; }
public int NumOfLinks { get; set; }
public List<PathNode> PathNodes { get; set; }
public List<NavNode> NavNodes { get; set; }
public List<NodeLink> NodeLinks { get; set; }
public List<NavNodeLink> NavNodeLinks { get; set; }
public List<PathIntersectionFlags> PathIntersections { get; set; }
public NodeFile(int id, Stream stream)
{
Id = id;
PathNodes = new List<PathNode>();
NavNodes = new List<NavNode>();
NodeLinks = new List<NodeLink>();
NavNodeLinks = new List<NavNodeLink>();
PathIntersections = new List<PathIntersectionFlags>();
using (BinaryReader reader = new BinaryReader(stream))
{
ReadHeader(reader);
Debug.Log(NumOfNodes);
ReadNodes(reader);
ReadNavNodes(reader);
Debug.Log(NumOfNavNodes);
ReadLinks(reader);
reader.ReadBytes(768);
ReadNavLinks(reader);
ReadLinkLengths(reader);
ReadPathIntersectionFlags(reader);
}
//Debug.Log($"Read paths. Nodes {NumOfNodes} VehNodes {NumOfVehNodes} PedNodes {NumOfPedNodes} NavNodes {NumOfNavNodes} Links {NumOfLinks}");
}
private void ReadNodes(BinaryReader reader)
{
for (int i = 0; i < NumOfNodes; i++)
{
PathNode node = new PathNode();
reader.ReadUInt32();
reader.ReadUInt32();
float x = (float)reader.ReadInt16() / 8;
float z = (float)reader.ReadInt16() / 8;
float y = (float)reader.ReadInt16() / 8;
node.Position = new Vector3(x, y, z);
short heuristic = reader.ReadInt16();
if (heuristic != 0x7FFE) UnityEngine.Debug.Log("corrupted path node?");
node.BaseLinkID = reader.ReadUInt16();
node.AreaID = reader.ReadUInt16();
node.NodeID = reader.ReadUInt16();
node.PathWidth = (float)reader.ReadByte() / 8;
node.NodeType = reader.ReadByte();
int flag = reader.ReadInt32();
node.LinkCount = flag & 15;
node.Flags.RoadBlocks = Convert.ToBoolean(flag & 0xF);
node.Flags.IsWater = Convert.ToBoolean(flag & 0x80);
node.Flags.EmergencyOnly = Convert.ToBoolean(flag & 0x100);
node.Flags.IsHighway = !Convert.ToBoolean(flag & 0x1000);
node.Flags.SpawnProbability = (flag & 0xF0000) >> 16;
PathNodes.Add(node);
//UnityEngine.Debug.Log($"Node {i}: POS [{node.Position.x} {node.Position.y} {node.Position.z}] LinkID {node.LinkID} LinkCount {node.LinkCount} AreaID {node.AreaID} NodeID {node.NodeID} PathWidth {node.PathWidth} NodeType {node.NodeType} Flags {node.Flags}");
}
}
private void ReadNavNodes(BinaryReader reader)
{
for (int i = 0; i < NumOfNavNodes; i++)
{
NavNode node = new NavNode();
node.Position = new Vector2(reader.ReadInt16(), reader.ReadInt16());
node.TargetAreaID = reader.ReadUInt16();
node.TargetNodeID = reader.ReadUInt16();
node.Direction = new Vector2(reader.ReadSByte(), reader.ReadSByte());
node.Width = reader.ReadByte() / 8;
byte flags = reader.ReadByte();
node.NumLeftLanes = flags & 7;
node.NumRightLanes = (flags >> 3) & 7;
node.TrafficLightDirection = (flags >> 4) & 1;
flags = reader.ReadByte();
node.TrafficLightBehavior = flags & 3;
node.IsTrainCrossing = (flags >> 2) & 1;
node.Flags = reader.ReadByte();
NavNodes.Add(node);
//UnityEngine.Debug.Log($"NavNode {i}: {node.Position.x} {node.Position.y} AreaID {node.AreaID} NodeID {node.NodeID} Direction {node.Direction.x} {node.Direction.y} Flags {node.Flags}");
}
}
private void ReadLinks(BinaryReader reader)
{
for (int i = 0; i < NumOfLinks; i++)
{
NodeLink link = new NodeLink();
link.AreaID = reader.ReadUInt16();
link.NodeID = reader.ReadUInt16();
NodeLinks.Add(link);
//UnityEngine.Debug.Log($"NodeLink {i}: AreaID {link.AreaID} NodeID {link.NodeID}");
}
}
private void ReadNavLinks(BinaryReader reader)
{
for (int i = 0; i < NumOfNavNodes; i++)
{
ushort bytes = reader.ReadUInt16();
NavNodeLink link = new NavNodeLink();
link.NodeLink = bytes & 1023;
link.AreaID = bytes >> 10;
NavNodeLinks.Add(link);
//UnityEngine.Debug.Log($"NavLink {i} area ID {link.AreaID} NaviNodeID {link.NaviNodeID}");
}
}
private void ReadLinkLengths(BinaryReader reader)
{
for (int i = 0; i < NumOfLinks; i++)
{
ushort length = reader.ReadByte();
NodeLink tmp = NodeLinks[i];
tmp.Length = length;
NodeLinks[i] = tmp;
//UnityEngine.Debug.Log($"Link length {i}: {length}");
}
}
private void ReadPathIntersectionFlags(BinaryReader reader)
{
for (int i = 0; i < NumOfLinks; i++)
{
byte roadCross = reader.ReadByte();
//byte pedTrafficLight = reader.ReadByte();
/*
PathIntersectionFlags pif = new PathIntersectionFlags()
{
IsRoadCross = (roadCross & 1) ? true : false,
IsTrafficLight = (roadCross & 1) ? true : false
};*/
//UnityEngine.Debug.Log($"PathIntersectionFlags {i}: roadCross {roadCross} pedTrafficLight {pedTrafficLight}");
}
}
private void ReadHeader(BinaryReader reader)
{
NumOfNodes = (int)reader.ReadUInt32();
NumOfVehNodes = (int)reader.ReadUInt32();
NumOfPedNodes = (int)reader.ReadUInt32();
NumOfNavNodes = (int)reader.ReadUInt32();
NumOfLinks = (int)reader.ReadUInt32();
}
/**
* Returns all the areas ID around the given areaID
*/
public static List<int> GetAreaNeighborhood(int areaID)
{
List<int> result = new List<int>();
int indexX = (areaID + 1) % 8;
int indexY = Convert.ToInt32(Math.Truncate(Convert.ToDecimal((areaID + 1) / 8)));
if (indexY == 8) indexY = 7;
int aW, aNW, aN, aNE, aE, aSE, aS, aSW;
aW = (indexX == 1) ? -1 : (areaID - 1);
aNW = (indexX == 1) ? -1 : ((indexY == 7) ? -1 : (areaID + 7));
aN = (indexY == 7) ? -1 : (areaID + 8);
aNE = (indexX == 0) ? -1 : ((indexY == 7) ? -1 : (areaID + 9));
aE = (indexX == 0) ? -1 : (areaID + 1);
aSE = (indexX == 0) ? -1 : ((indexY == 0) ? -1 : (areaID - 7));
aS = (indexY == 0) ? -1 : (areaID - 8);
aSW = (indexX == 1) ? -1 : ((indexY == 0) ? -1 : (areaID - 9));
result.Add(aW);
result.Add(aNW);
result.Add(aN);
result.Add(aNE);
result.Add(aE);
result.Add(aSE);
result.Add(aS);
result.Add(aSW);
return result;
}
public static int GetAreaFromPosition(Vector3 position)
{
for (int i = 0; i < 64; i++)
{
try
{
if (position.x > NodeReader.Borders[i][0] && position.x < (NodeReader.Borders[i][0] + 750)
&& position.z > NodeReader.Borders[i][1] && position.z < (NodeReader.Borders[i][1] + 750))
{
return i;
}
}
catch (Exception)
{
Debug.Log("NodeReader.Borders is null");
}
}
return -1;
}
public static int GetAreaFromPosition(Vector2 position)
{
return GetAreaFromPosition(new Vector3(position.x, 0.0f, position.y));
}
}
}

View file

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0454936199047de4193bc73c8e693f58
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -971,5 +971,20 @@ namespace SanAndreasUnity.Utilities
return clip.samples * sizeof(float);
}
/// <summary>
/// Returns the ground position using X and Z position
/// </summary>
/// <param name="x">The X position</param>
/// <param name="z">The Z position</param>
/// <returns>The ground level</returns>
public static float FindYCoordWithXZ(float x, float z)
{
if (Physics.Raycast(new Vector3(x, 3000, z), Vector3.down, out RaycastHit hit))
{
return hit.point.y;
}
return -1;
}
}
}

View file

@ -7,6 +7,7 @@ TagManager:
- Minimap
- UI
- Fire
- Ped
layers:
- Default
- TransparentFX