OldBlueWater/BlueWater/Assets/Behavior Designer Tactical/Scripts/Tasks/Surround.cs

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2023-09-26 06:12:44 +00:00
using UnityEngine;
using BehaviorDesigner.Runtime.Tasks;
using Tooltip = BehaviorDesigner.Runtime.Tasks.TooltipAttribute;
using HelpURL = BehaviorDesigner.Runtime.Tasks.HelpURLAttribute;
namespace BehaviorDesigner.Runtime.Tactical.Tasks
{
[TaskCategory("Tactical")]
[TaskDescription("Surrounds the enemy and starts to attack after all agents are in position")]
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-tactical-pack/")]
[TaskIcon("Assets/Behavior Designer Tactical/Editor/Icons/{SkinColor}SurroundIcon.png")]
public class Surround : NavMeshTacticalGroup
{
[Tooltip("The radius of the agents that should surround the target")]
public SharedFloat radius = 10;
private float theta;
private bool inPosition;
public override void OnStart()
{
base.OnStart();
inPosition = false;
}
protected override void AddAgentToGroup(Behavior agent, int index)
{
base.AddAgentToGroup(agent, index);
// 2 * PI = 360 degrees
theta = 2 * Mathf.PI / agents.Count;
}
protected override int RemoveAgentFromGroup(Behavior agent)
{
var index = base.RemoveAgentFromGroup(agent);
// 2 * PI = 360 degrees
theta = 2 * Mathf.PI / agents.Count;
return index;
}
public override TaskStatus OnUpdate()
{
var baseStatus = base.OnUpdate();
if (baseStatus != TaskStatus.Running || !started) {
return baseStatus;
}
var attackCenter = CenterAttackPosition();
var attackRotation = CenterAttackRotation(attackCenter);
var offset = Vector3.zero;
// Wait until all agents are in position before starting to attack.
if (canAttack) {
if (MoveToAttackPosition()) {
tacticalAgent.TryAttack();
}
} else if (!inPosition) {
offset.Set(radius.Value * Mathf.Sin(theta * formationIndex), 0, radius.Value * Mathf.Cos(theta * formationIndex));
var destination = TransformPoint(attackCenter, offset, attackRotation);
var detour = false;
// Don't go through the center when travelling to the other side of the circle
if (offset.z < 0 && InverseTransformPoint(attackCenter, transform.position, attackRotation).z < -tacticalAgent.Radius()) {
offset.Set((radius.Value + tacticalAgent.Radius()) * Mathf.Sign(Mathf.Sin(theta * formationIndex)), 0, 0);
destination = TransformPoint(attackCenter, offset, attackRotation);
detour = true;
}
tacticalAgent.SetDestination(destination);
// The agents can't be in position if they are taking a detour.
if (!detour && tacticalAgent.HasArrived()) {
FindAttackTarget();
// The agents are not in position until they are looking at the target.
if (tacticalAgent.RotateTowardsPosition(tacticalAgent.TargetTransform.position)) {
// Notify the leader when the agent is in position.
if (leaderTree != null) {
leaderTree.SendEvent("UpdateInPosition", formationIndex, true);
} else {
UpdateInPosition(0, true);
}
inPosition = true;
}
}
}
return TaskStatus.Running;
}
public override void OnReset()
{
base.OnReset();
radius = 10;
}
}
}