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

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2023-09-26 06:12:44 +00:00
using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Movement
{
[TaskDescription("Patrol around the specified waypoints using the Unity NavMesh.")]
[TaskCategory("Movement")]
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-movement-pack/")]
[TaskIcon("9db06eafffd691549994cfe903905580", "3c16815a0806b2a4c8cd693c5139b3ea")]
public class Patrol : NavMeshMovement
{
[Tooltip("Should the agent patrol the waypoints randomly?")]
[UnityEngine.Serialization.FormerlySerializedAs("randomPatrol")]
public SharedBool m_RandomPatrol;
[Tooltip("The length of time that the agent should pause when arriving at a waypoint")]
[UnityEngine.Serialization.FormerlySerializedAs("waypointPauseDuration")]
public SharedFloat m_WaypointPauseDuration;
[Tooltip("The waypoints to move to")]
[UnityEngine.Serialization.FormerlySerializedAs("waypoints")]
public SharedGameObjectList m_Waypoints;
// The current index that we are heading towards within the waypoints array
private int m_WaypointIndex;
private float m_WaypointReachedTime;
public override void OnStart()
{
base.OnStart();
// initially move towards the closest waypoint
float distance = Mathf.Infinity;
float localDistance;
for (int i = 0; i < m_Waypoints.Value.Count; ++i) {
if ((localDistance = Vector3.Magnitude(transform.position - m_Waypoints.Value[i].transform.position)) < distance) {
distance = localDistance;
m_WaypointIndex = i;
}
}
m_WaypointReachedTime = -1;
SetDestination(Target());
}
// Patrol around the different waypoints specified in the waypoint array. Always return a task status of running.
public override TaskStatus OnUpdate()
{
if (m_Waypoints.Value.Count == 0) {
return TaskStatus.Failure;
}
if (HasArrived()) {
if (m_WaypointReachedTime == -1) {
m_WaypointReachedTime = Time.time;
}
// wait the required duration before switching waypoints.
if (m_WaypointReachedTime + m_WaypointPauseDuration.Value <= Time.time) {
if (m_RandomPatrol.Value) {
if (m_Waypoints.Value.Count == 1) {
m_WaypointIndex = 0;
} else {
// prevent the same waypoint from being selected
var newWaypointIndex = m_WaypointIndex;
while (newWaypointIndex == m_WaypointIndex) {
newWaypointIndex = Random.Range(0, m_Waypoints.Value.Count);
}
m_WaypointIndex = newWaypointIndex;
}
} else {
m_WaypointIndex = (m_WaypointIndex + 1) % m_Waypoints.Value.Count;
}
SetDestination(Target());
m_WaypointReachedTime = -1;
}
}
return TaskStatus.Running;
}
// Return the current waypoint index position
private Vector3 Target()
{
if (m_WaypointIndex >= m_Waypoints.Value.Count) {
return transform.position;
}
return m_Waypoints.Value[m_WaypointIndex].transform.position;
}
// Reset the public variables
public override void OnReset()
{
base.OnReset();
m_RandomPatrol = false;
m_WaypointPauseDuration = 0;
m_Waypoints = null;
}
// Draw a gizmo indicating a patrol
public override void OnDrawGizmos()
{
#if UNITY_EDITOR
if (m_Waypoints == null || m_Waypoints.Value == null) {
return;
}
var oldColor = UnityEditor.Handles.color;
UnityEditor.Handles.color = Color.yellow;
for (int i = 0; i < m_Waypoints.Value.Count; ++i) {
if (m_Waypoints.Value[i] != null) {
UnityEditor.Handles.SphereHandleCap(0, m_Waypoints.Value[i].transform.position, m_Waypoints.Value[i].transform.rotation, 1, EventType.Repaint);
}
}
UnityEditor.Handles.color = oldColor;
#endif
}
}
}