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

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2024-06-03 18:26:03 +00:00
using Pathfinding;
using UnityEngine;
namespace BlueWater.Enemies
{
public class AiMovement : MonoBehaviour
{
// Variables
#region Variables
private IAstarAI _iAstarAi;
#endregion
// Initialize methods
#region Initialize methods
public void InitializeComponents(IAstarAI iAstartAi)
{
_iAstarAi = iAstartAi;
}
#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);
}
public void Teleport(Vector3 position)
{
_iAstarAi?.Teleport(position);
}
public bool HasReachedDestination()
{
return _iAstarAi is { pathPending: false, reachedEndOfPath: true };
}
public void SetMoveSpeed(float speed)
{
if (_iAstarAi == null) return;
_iAstarAi.maxSpeed = speed;
}
public bool IsPositionMovable(Vector3 startPosition, Vector3 endPosition)
{
var startNode = AstarPath.active.GetNearest(startPosition).node;
var endNode = AstarPath.active.GetNearest(endPosition).node;
return PathUtilities.IsPathPossible(startNode, endNode);
}
#endregion
}
}