2024-10-14 11:13:08 +00:00
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using BehaviorDesigner.Runtime.Tasks;
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using BlueWater.Npcs.Crews;
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namespace BlueWater.BehaviorTrees.Actions
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{
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2024-10-15 18:01:16 +00:00
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[TaskCategory("Custom/Npc/Crew")]
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public class OnMission : Conditional
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2024-10-14 11:13:08 +00:00
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{
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2024-10-15 18:01:16 +00:00
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private Crew _crew;
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2024-10-14 11:13:08 +00:00
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public override void OnAwake()
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{
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2024-10-15 18:01:16 +00:00
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_crew = GetComponent<Crew>();
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}
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public override void OnStart()
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{
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2024-10-15 18:01:16 +00:00
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if (_crew.CrewInteraction != null)
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{
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_crew.AIMovement.Move(_crew.CrewInteraction.CenterTransform.position);
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2024-10-14 11:13:08 +00:00
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}
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}
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public override TaskStatus OnUpdate()
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{
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2024-10-15 18:01:16 +00:00
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if (_crew.CrewInteraction == null)
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2024-10-14 11:13:08 +00:00
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{
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2024-10-15 18:01:16 +00:00
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_crew.AIMovement.StopMove();
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_crew.ResetMission();
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2024-10-14 11:13:08 +00:00
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return TaskStatus.Failure;
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}
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2024-10-15 18:01:16 +00:00
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if (!_crew.CrewInteraction.CanInteractionCrew())
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2024-10-14 11:13:08 +00:00
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{
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2024-10-15 18:01:16 +00:00
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_crew.AIMovement.StopMove();
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2024-10-14 11:13:08 +00:00
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return TaskStatus.Failure;
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}
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2024-10-15 18:01:16 +00:00
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if (!_crew.CanInteractionPosition()) return TaskStatus.Running;
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_crew.AIMovement.StopMove();
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_crew.CrewInteraction.InteractionCrew(_crew);
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2024-10-14 11:13:08 +00:00
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return TaskStatus.Success;
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}
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}
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}
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