Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/NavMesh/Patrol.cs
2026-05-10 11:47:55 -04:00

131 lines
4.3 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("Uses the NavMeshAgent to patrol through a set of waypoints.")]
public class Patrol : TargetGameObjectAction
{
[Tooltip("The patrol waypoints.")]
[SerializeField] protected SharedVariable<GameObject[]> m_Waypoints;
[Tooltip("Should the starting waypoint be randomized?")]
[SerializeField] protected SharedVariable<bool> m_RandomStart;
private NavMeshAgent m_ResolvedAgent;
private int m_Index;
/// <summary>
/// Called when the state machine is initialized.
/// </summary>
public override void OnAwake()
{
base.OnAwake();
m_Waypoints.OnValueChange += WaypointsChanged;
}
/// <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>
/// The Waypoints SharedVariable has changed.
/// </summary>
private void WaypointsChanged()
{
if (m_ResolvedAgent == null || m_Waypoints.Value == null || m_Waypoints.Value.Length == 0) {
return;
}
m_Index = (m_Index + 1) % m_Waypoints.Value.Length;
if (m_Waypoints.Value[m_Index] != null) {
m_ResolvedAgent.SetDestination(m_Waypoints.Value[m_Index].transform.position);
}
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
if (m_ResolvedAgent == null || m_Waypoints.Value == null || m_Waypoints.Value.Length == 0) {
return;
}
m_Index = m_RandomStart.Value ? Random.Range(0, m_Waypoints.Value.Length) : 0;
m_ResolvedAgent.isStopped = false;
if (m_Waypoints.Value[m_Index] != null) {
m_ResolvedAgent.SetDestination(m_Waypoints.Value[m_Index].transform.position);
}
}
/// <summary>
/// Patrols the waypoints. Always returns running.
/// </summary>
/// <returns>A status of running.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedAgent == null || m_Waypoints.Value == null || m_Waypoints.Value.Length == 0) {
return TaskStatus.Failure;
}
if (!m_ResolvedAgent.pathPending && m_ResolvedAgent.remainingDistance <= m_ResolvedAgent.stoppingDistance) {
m_Index = (m_Index + 1) % m_Waypoints.Value.Length;
if (m_Waypoints.Value[m_Index] != null) {
m_ResolvedAgent.SetDestination(m_Waypoints.Value[m_Index].transform.position);
}
}
return TaskStatus.Running;
}
/// <summary>
/// The action has ended.
/// </summary>
public override void OnEnd()
{
base.OnEnd();
if (m_ResolvedAgent != null && m_ResolvedAgent.isOnNavMesh) {
m_ResolvedAgent.isStopped = true;
}
}
/// <summary>
/// The state machine has been destroyed.
/// </summary>
public override void OnDestroy()
{
base.OnDestroy();
m_Waypoints.OnValueChange -= WaypointsChanged;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Waypoints = null;
m_RandomStart = false;
}
}
}
#endif