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