97 lines
3.4 KiB
C#
97 lines
3.4 KiB
C#
#if GRAPH_DESIGNER
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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.Runtime.Tasks.Actions.NavMeshTasks
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{
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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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[Opsive.Shared.Utility.Category("NavMesh")]
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[Opsive.Shared.Utility.Description("Calculates NavMesh path with distance and corner count.")]
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public class CalculatePath : TargetGameObjectAction
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{
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[Tooltip("The target position.")]
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[SerializeField] protected SharedVariable<Vector3> m_TargetPosition;
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[Tooltip("The calculated path distance.")]
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[SerializeField] [RequireShared] protected SharedVariable<float> m_PathDistance;
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[Tooltip("The number of corners in the path.")]
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[SerializeField] [RequireShared] protected SharedVariable<int> m_CornerCount;
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[Tooltip("Whether a valid path was found.")]
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[SerializeField] [RequireShared] protected SharedVariable<bool> m_PathFound;
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private NavMeshAgent m_ResolvedAgent;
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private NavMeshPath m_Path;
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/// <summary>
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/// Called when the state machine is initialized.
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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_Path = new NavMeshPath();
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}
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/// <summary>
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/// Initializes the target GameObject.
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/// </summary>
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protected override void InitializeTarget()
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{
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base.InitializeTarget();
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m_ResolvedAgent = m_ResolvedGameObject.GetComponent<NavMeshAgent>();
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if (m_ResolvedAgent == null) {
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Debug.LogError($"Error: The GameObject {m_ResolvedGameObject} must have a NavMeshAgent component.");
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}
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}
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/// <summary>
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/// Updates the path calculation.
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/// </summary>
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/// <returns>The status of the action.</returns>
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public override TaskStatus OnUpdate()
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{
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if (m_ResolvedAgent == null) {
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m_PathFound.Value = false;
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m_PathDistance.Value = 0.0f;
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m_CornerCount.Value = 0;
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return TaskStatus.Success;
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}
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var startPosition = m_ResolvedAgent.transform.position;
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var pathFound = NavMesh.CalculatePath(startPosition, m_TargetPosition.Value, NavMesh.AllAreas, m_Path);
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m_PathFound.Value = pathFound;
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if (pathFound) {
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var distance = 0.0f;
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for (int i = 0; i < m_Path.corners.Length - 1; ++i) {
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distance += Vector3.Distance(m_Path.corners[i], m_Path.corners[i + 1]);
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}
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m_PathDistance.Value = distance;
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m_CornerCount.Value = m_Path.corners.Length;
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} else {
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m_PathDistance.Value = 0.0f;
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m_CornerCount.Value = 0;
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}
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return TaskStatus.Success;
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}
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/// <summary>
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/// Resets the action values back to their default.
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/// </summary>
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public override void Reset()
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{
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base.Reset();
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m_TargetPosition = null;
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m_PathDistance = null;
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m_CornerCount = null;
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m_PathFound = null;
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}
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}
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}
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#endif |