OldBlueWater/BlueWater/Assets/Behavior Designer Movement/Scripts/Tasks/NavMeshGroupMovement.cs

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2023-09-26 06:12:44 +00:00
using UnityEngine;
using UnityEngine.AI;
namespace BehaviorDesigner.Runtime.Tasks.Movement
{
public abstract class NavMeshGroupMovement : GroupMovement
{
[Tooltip("All of the agents")]
[UnityEngine.Serialization.FormerlySerializedAs("agents")]
public SharedGameObject[] m_Agents;
[Tooltip("The speed of the agents")]
[UnityEngine.Serialization.FormerlySerializedAs("speed")]
public SharedFloat m_Speed = 10;
[Tooltip("The angular speed of the agents")]
[UnityEngine.Serialization.FormerlySerializedAs("angularSpeed")]
public SharedFloat m_AngularSpeed = 120;
// A cache of the NavMeshAgents
private NavMeshAgent[] m_NavMeshAgents;
protected Transform[] m_Transforms;
public override void OnStart()
{
m_NavMeshAgents = new NavMeshAgent[m_Agents.Length];
m_Transforms = new Transform[m_Agents.Length];
for (int i = 0; i < m_Agents.Length; ++i) {
m_Transforms[i] = m_Agents[i].Value.transform;
m_NavMeshAgents[i] = m_Agents[i].Value.GetComponent<NavMeshAgent>();
m_NavMeshAgents[i].speed = m_Speed.Value;
m_NavMeshAgents[i].angularSpeed = m_AngularSpeed.Value;
m_NavMeshAgents[i].isStopped = false;
}
}
protected override bool SetDestination(int index, Vector3 target)
{
if (m_NavMeshAgents[index].destination == target) {
return true;
}
return m_NavMeshAgents[index].SetDestination(target);
}
protected override Vector3 Velocity(int index)
{
return m_NavMeshAgents[index].velocity;
}
public override void OnEnd()
{
// Disable the nav mesh
for (int i = 0; i < m_NavMeshAgents.Length; ++i) {
if (m_NavMeshAgents[i] != null) {
m_NavMeshAgents[i].isStopped = true;
}
}
}
// Reset the public variables
public override void OnReset()
{
m_Agents = null;
}
}
}