Files
2026-05-10 11:47:55 -04:00

64 lines
2.2 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.NavMeshTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
using UnityEngine.AI;
[Opsive.Shared.Utility.Category("NavMesh")]
[Opsive.Shared.Utility.Description("Controls obstacle avoidance with quality and radius settings.")]
public class ObstacleAvoidance : TargetGameObjectAction
{
[Tooltip("The obstacle avoidance quality.")]
[SerializeField] protected ObstacleAvoidanceType m_ObstacleAvoidanceType = ObstacleAvoidanceType.MedQualityObstacleAvoidance;
[Tooltip("The obstacle avoidance radius.")]
[SerializeField] protected SharedVariable<float> m_Radius = 0.5f;
private NavMeshAgent m_ResolvedAgent;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedAgent = m_ResolvedGameObject.GetComponent<NavMeshAgent>();
if (m_ResolvedAgent == null) {
Debug.LogError($"Error: The GameObject {m_ResolvedGameObject} must have a NavMeshAgent component.");
}
}
/// <summary>
/// Updates the obstacle avoidance settings.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedAgent == null) {
return TaskStatus.Success;
}
m_ResolvedAgent.obstacleAvoidanceType = m_ObstacleAvoidanceType;
m_ResolvedAgent.radius = m_Radius.Value;
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_ObstacleAvoidanceType = ObstacleAvoidanceType.MedQualityObstacleAvoidance;
m_Radius = 0.5f;
}
}
}
#endif