CapersProject/Assets/02.Scripts/Character/AiMovement.cs

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using System;
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using BlueWater.Players.Tycoons;
using Pathfinding;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace BlueWater.Enemies
{
public class AiMovement : MonoBehaviour
{
// Variables
#region Variables
private IAstarAI _iAstarAi;
#endregion
// Unity events
#region Unity events
private void Awake()
{
InitializeComponents();
StopMove();
}
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#endregion
// Initialize methods
#region Initialize methods
private void InitializeComponents()
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{
_iAstarAi = GetComponent<IAstarAI>();
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}
#endregion
// Methods
#region Methods
public void EnableMove()
{
if (_iAstarAi == null) return;
_iAstarAi.isStopped = false;
_iAstarAi.canMove = true;
}
public void StopMove()
{
if (_iAstarAi == null) return;
_iAstarAi.isStopped = true;
_iAstarAi.canMove = false;
_iAstarAi.SetPath(null);
}
public void Move(Vector3 position)
{
if (_iAstarAi == null) return;
_iAstarAi.destination = position;
EnableMove();
}
public void MoveTarget(Collider target)
{
if (!target)
{
StopMove();
return;
}
Move(target.transform.position);
}
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public Vector3 SetRandomPoint()
{
if (_iAstarAi == null) throw new Exception("AstarAi 오류");
var randomFactor = Random.Range(0.2f, 0.8f);
return Vector3.Lerp(_iAstarAi.position, _iAstarAi.destination, randomFactor);
}
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public void Teleport(Vector3 position)
{
_iAstarAi?.Teleport(position);
}
public bool HasReachedDestination()
{
if (_iAstarAi == null) return false;
if (_iAstarAi.pathPending) return false;
var distanceToDestination = Vector3.Distance(_iAstarAi.position, _iAstarAi.destination);
return distanceToDestination < 0.5f && _iAstarAi.reachedEndOfPath;
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}
public void SetMoveSpeed(float speed)
{
if (_iAstarAi == null) return;
_iAstarAi.maxSpeed = speed;
}
public bool IsPositionMovable(Vector3 endPosition)
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{
var nearestNode = AstarPath.active.GetNearest(endPosition).node;
return nearestNode != null && nearestNode.Walkable;
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// var startNode = AstarPath.active.GetNearest(startPosition).node;
// var endNode = AstarPath.active.GetNearest(endPosition).node;
//
// return PathUtilities.IsPathPossible(startNode, endNode);
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}
#endregion
}
}