CapersProject/Assets/02.Scripts/BehaviorTree/Npc/Customer/Action/Vomit.cs
2024-10-21 02:21:39 +09:00

52 lines
1.5 KiB
C#

using System;
using BehaviorDesigner.Runtime.Tasks;
using BlueWater.Npcs.Customers;
using BlueWater.Tycoons;
using UnityEngine;
using Action = BehaviorDesigner.Runtime.Tasks.Action;
using Random = UnityEngine.Random;
namespace BlueWater.BehaviorTrees.Actions
{
[TaskCategory("Custom/Npc/Customer")]
[Serializable]
public class Vomit : Action
{
private Customer _customer;
private bool _canVomit;
private bool _isVomiting;
private Vector3 _vomitingPosition;
public override void OnAwake()
{
_customer = GetComponent<Customer>();
}
public override void OnStart()
{
var random = Random.Range(0f, 100f);
if (random <= TycoonManager.Instance.TycoonStageController.StageDataSo.VomitingPercent)
{
_canVomit = true;
_vomitingPosition = _customer.AIMovement.SetRandomPoint();
_customer.AIMovement.Move(_vomitingPosition);
}
}
public override TaskStatus OnUpdate()
{
if (!_canVomit) return TaskStatus.Success;
if (!_customer.AIMovement.HasReachedDestination()) return TaskStatus.Running;
if (!_isVomiting)
{
_customer.Vomit();
_isVomiting = true;
return TaskStatus.Running;
}
return _customer.IsVomited ? TaskStatus.Success : TaskStatus.Running;
}
}
}