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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Samples
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{
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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using UnityEngine.AI;
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/// <summary>
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/// Uses the NavMeshAgent to seek to the specified target.
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/// This task is basic intended for demo purposes. For a more complete task see the Movement Pack:
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/// https://assetstore.unity.com/packages/slug/310243
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/// </summary>
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[Shared.Utility.Category("Behavior Designer Samples")]
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public class Flee : Action
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{
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[Tooltip("The seek destination.")]
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[SerializeField] protected SharedVariable<GameObject> m_Destination;
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private NavMeshAgent m_Agent;
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/// <summary>
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/// Initializes the default values.
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/// </summary>
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public override void OnAwake()
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{
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base.OnAwake();
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m_Agent = GetComponent<NavMeshAgent>();
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}
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/// <summary>
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/// Sets the NavMesh destination.
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/// </summary>
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public override void OnStart()
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{
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m_Agent.SetDestination(m_Destination.Value.transform.position);
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}
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/// <summary>
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/// Returns success when the agent has arrived.
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/// </summary>
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/// <returns>Success when the agent has arrived.</returns>
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public override TaskStatus OnUpdate()
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{
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if (!m_Agent.pathPending && m_Agent.remainingDistance <= m_Agent.stoppingDistance) {
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return TaskStatus.Success;
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}
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if (m_Agent.destination != m_Destination.Value.transform.position) {
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m_Agent.SetDestination(m_Destination.Value.transform.position);
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}
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return TaskStatus.Running;
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}
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}
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}
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