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

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1.8 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.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Description("Uses the agent's speed to determine if the agent should slip.")]
[Shared.Utility.Category("Behavior Designer Samples")]
public class ShouldSlip : Conditional
{
[Tooltip("The speed of the agent.")]
[SerializeField] protected SharedVariable<int> m_Speed;
[Tooltip("The speed of the opponent.")]
[SerializeField] protected SharedVariable<int> m_OpponentSpeed;
[Tooltip("The error range for if the agent is faster than the opponent (0-1).")]
[SerializeField] protected SharedVariable<RangeFloat> m_Range;
[Tooltip("A random probability that the agent can slip.")]
[SerializeField] protected SharedVariable<float> m_Probability;
/// <summary>
/// Executes the task.
/// </summary>
/// <returns>Success if the agent should slip.</returns>
public override TaskStatus OnUpdate()
{
// The agent should slip if they are faster within an error range.
if (m_Speed.Value + m_Range.Value.RandomValue > m_OpponentSpeed.Value) {
return TaskStatus.Success;
}
// Random probability that they can slip.
if (Random.value < m_Probability.Value) {
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
}
}