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SoulliesOfficial 50ee502684 完善
2026-02-13 09:22:11 -05:00

65 lines
2.7 KiB
C#

/// ---------------------------------------------
/// 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.Conditionals;
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
/// <summary>
/// Returns success as soon as the target object can be seen.
/// This task is basic intended for demo purposes. For a more complete task see the Senses Pack:
/// https://assetstore.unity.com/packages/slug/310244
/// </summary>
[Shared.Utility.Category("Behavior Designer Samples")]
public class CanSeeObject : Conditional
{
[Tooltip("The object that the agent is searching for.")]
[SerializeField] protected SharedVariable<GameObject> m_Target;
[Tooltip("The raycast offset to apply to the target.")]
[SerializeField] protected SharedVariable<Vector3> m_TargetOffset;
[Tooltip("The field of view angle of the agent (in degrees).")]
[SerializeField] protected SharedVariable<float> m_FieldOfView = 90;
[Tooltip("The distance that the agent can see.")]
[SerializeField] protected SharedVariable<float> m_ViewDistance = 1000;
/// <summary>
/// Returns success if an object was found otherwise failure
/// </summary>
/// <returns></returns>
public override TaskStatus OnUpdate()
{
// Return success if an object was found.
return WithinSight() ? TaskStatus.Success : TaskStatus.Failure;
}
/// <summary>
/// Determines if the target object is within sight of the agent.
/// </summary>
/// <returns>True if the target is within sight.</returns>
private bool WithinSight()
{
if (m_Target.Value == null) {
return false;
}
var targetPosition = m_Target.Value.transform.TransformPoint(m_TargetOffset.Value);
var direction = targetPosition - m_Transform.position;
direction.y = 0;
var angle = Vector3.Angle(direction, m_Transform.forward);
if (direction.magnitude < m_ViewDistance.Value && angle < m_FieldOfView.Value * 0.5f) {
RaycastHit hit;
if (Physics.Linecast(m_Transform.position, targetPosition, out hit)) {
if (hit.transform.IsChildOf(m_Target.Value.transform) || m_Target.Value.transform.IsChildOf(hit.transform)) {
return true;
}
}
}
return false;
}
}
}