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

104 lines
3.6 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("Sets NavMesh destination with path validation and arrival detection.")]
public class SetDestination : TargetGameObjectAction
{
[Tooltip("The target GameObject to move towards. If null, uses Target Position.")]
[SerializeField] protected SharedVariable<GameObject> m_Target;
[Tooltip("The target position. Only used if Target is null.")]
[SerializeField] protected SharedVariable<Vector3> m_TargetPosition;
[Tooltip("The arrival distance threshold.")]
[SerializeField] protected SharedVariable<float> m_ArrivedDistance = 0.5f;
[Tooltip("Whether the agent has arrived at the destination.")]
[SerializeField] [RequireShared] protected SharedVariable<bool> m_HasArrived;
private NavMeshAgent m_ResolvedAgent;
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedAgent = m_ResolvedGameObject.GetComponent<NavMeshAgent>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
if (m_ResolvedAgent == null) {
Debug.LogError($"Error: The GameObject {m_ResolvedGameObject} must have a NavMeshAgent component.");
} else {
m_ResolvedAgent.isStopped = false;
}
}
/// <summary>
/// Updates the NavMesh destination.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedAgent == null) {
return TaskStatus.Failure;
}
var destination = GetTargetDestination();
if (Vector3.Distance(m_ResolvedAgent.destination, destination) > 0.1f) {
NavMeshHit hit;
if (NavMesh.SamplePosition(destination, out hit, 5.0f, NavMesh.AllAreas)) {
m_ResolvedAgent.SetDestination(hit.position);
m_HasArrived.Value = false;
}
}
if (!m_ResolvedAgent.pathPending && m_ResolvedAgent.remainingDistance < m_ArrivedDistance.Value) {
m_HasArrived.Value = true;
m_ResolvedAgent.isStopped = true;
return TaskStatus.Success;
}
return TaskStatus.Running;
}
/// <summary>
/// Gets the target destination.
/// </summary>
private Vector3 GetTargetDestination()
{
if (m_Target.Value != null) {
return m_Target.Value.transform.position;
} else {
return m_TargetPosition.Value;
}
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_Target = null;
m_TargetPosition = null;
m_ArrivedDistance = 0.5f;
m_HasArrived = null;
}
}
}
#endif