103 lines
3.2 KiB
C#
103 lines
3.2 KiB
C#
/// ---------------------------------------------
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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.Samples
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{
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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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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/// <summary>
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/// Uses the NavMeshAgent to patrol through a set of waypoints.
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/// This task is basic intended for demo purposes. For a more complete task see the Movement Pack:
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/// https://assetstore.unity.com/packages/slug/310243
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/// </summary>
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[Shared.Utility.Category("Behavior Designer Samples")]
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public class Patrol : Action
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{
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[Tooltip("The patrol waypoints.")]
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[SerializeField] protected SharedVariable<GameObject[]> m_Waypoints;
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[Tooltip("Should the starting waypoint be randomized?")]
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[SerializeField] protected SharedVariable<bool> m_RandomStart;
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private NavMeshAgent m_Agent;
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private int m_Index;
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/// <summary>
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/// Initializes the default values.
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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_Agent = GetComponent<NavMeshAgent>();
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m_Waypoints.OnValueChange += WaypointsChanged;
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}
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/// <summary>
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/// The Waypoints SharedVariable has changed.
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/// </summary>
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private void WaypointsChanged()
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{
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m_Index = (m_Index + 1) % m_Waypoints.Value.Length;
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m_Agent.SetDestination(m_Waypoints.Value[m_Index].transform.position);
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}
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/// <summary>
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/// Sets the NavMesh destination.
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/// </summary>
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public override void OnStart()
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{
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base.OnStart();
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if (m_Waypoints.Value.Length == 0) {
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return;
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}
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m_Index = m_RandomStart.Value ? Random.Range(0, m_Waypoints.Value.Length - 1) : 0;
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m_Agent.isStopped = false;
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m_Agent.SetDestination(m_Waypoints.Value[m_Index].transform.position);
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}
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/// <summary>
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/// Patrols the waypoints. Always returns running.
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/// </summary>
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/// <returns>A status of running.</returns>
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public override TaskStatus OnUpdate()
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{
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if (m_Waypoints.Value.Length == 0) {
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return TaskStatus.Failure;
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}
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if (!m_Agent.pathPending && m_Agent.remainingDistance <= m_Agent.stoppingDistance) {
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m_Index = (m_Index + 1) % m_Waypoints.Value.Length;
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m_Agent.SetDestination(m_Waypoints.Value[m_Index].transform.position);
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}
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return TaskStatus.Running;
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}
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/// <summary>
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/// The task has ended.
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/// </summary>
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public override void OnEnd()
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{
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if (!m_Agent.isOnNavMesh) {
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return;
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}
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m_Agent.isStopped = true;
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}
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/// <summary>
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/// The behavior tree has been destroyed.
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/// </summary>
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public override void OnDestroy()
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{
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m_Waypoints.OnValueChange -= WaypointsChanged;
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}
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}
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} |