50 lines
1.2 KiB
C#
50 lines
1.2 KiB
C#
using System;
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using BehaviorDesigner.Runtime;
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using BehaviorDesigner.Runtime.Tasks;
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using DDD.Enemies;
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using UnityEngine;
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using Action = BehaviorDesigner.Runtime.Tasks.Action;
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namespace DDD.BehaviorTrees.Actions
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{
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[TaskCategory("Custom")]
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[Serializable]
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public class Move : Action
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{
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[field: SerializeField]
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public bool UseMovePosition { get; set; }
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[field: SerializeField]
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public SharedVector3 MovePosition { get; set; }
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[field: SerializeField]
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public SharedCollider Target { get; set; }
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private AiMovement _aiMovement;
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public override void OnAwake()
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{
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_aiMovement = transform.GetComponent<AiMovement>();
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}
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public override void OnStart()
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{
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if (UseMovePosition)
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{
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_aiMovement.Move(MovePosition.Value);
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}
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else
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{
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_aiMovement.MoveTarget(Target.Value);
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}
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}
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public override TaskStatus OnUpdate()
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{
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if (!_aiMovement.HasReachedDestination()) return TaskStatus.Running;
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_aiMovement.StopMove();
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return TaskStatus.Success;
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}
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}
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} |