OldBlueWater/BlueWater/Assets/Behavior Designer Formations/Scripts/Tasks/Arc.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.Formations.Tasks
{
[TaskCategory("Formations")]
[TaskDescription("Arrange the group in an arc.")]
[TaskIcon("Assets/Behavior Designer Formations/Editor/Icons/{SkinColor}ArcIcon.png")]
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-formations-pack/")]
public class Arc : NavMeshFormationGroup
{
[Tooltip("The radius of the arc")]
public SharedFloat radius = 5;
[Tooltip("Is the arc concave?")]
public SharedBool concave = true;
private float theta;
protected override void AddAgentToGroup(Behavior agent, int index)
{
base.AddAgentToGroup(agent, index);
// Multiply by 2 to form an arc up to 180 degrees.
theta = Mathf.PI / (agents.Count * 2);
}
protected override int RemoveAgentFromGroup(Behavior agent)
{
var index = base.RemoveAgentFromGroup(agent);
// Multiply by 2 to form an arc up to 180 degrees.
theta = Mathf.PI / (agents.Count * 2);
return index;
}
protected override Vector3 TargetPosition(int index, float zLookAhead)
{
// Alternate between the left and right sides of the leader. If convex then add PI so the agents form the back side of the circle.
// Convex arcs will also increase their relative z position so the agents are ahead of the leader.
var radians = theta * (((index - 1) / 2) + 1) + (concave.Value ? 0 : Mathf.PI);
var leaderTransform = leader.Value == null ? transform : leader.Value.transform;
return leaderTransform.TransformPoint(radius.Value * Mathf.Sin(radians) * (index % 2 == 0 ? -1 : 1), 0,
radius.Value * Mathf.Cos(radians) + radius.Value * (concave.Value ? -1 : 1) + zLookAhead);
}
public override void OnReset()
{
base.OnReset();
radius = 5;
concave = true;
}
}
}