OldBlueWater/BlueWater/Assets/Behavior Designer Formations/Scripts/Tasks/Row.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 one or more rows with the row significantly wider than the length of the column.")]
[TaskIcon("Assets/Behavior Designer Formations/Editor/Icons/{SkinColor}RowIcon.png")]
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-formations-pack/")]
public class Row : NavMeshFormationGroup
{
[Tooltip("The separation between agents")]
public SharedVector2 separation = new Vector2(2, 2);
[Tooltip("The number of rows to form")]
public SharedInt rows = 1;
protected override Vector3 TargetPosition(int index, float zLookAhead)
{
var row = index % rows.Value;
var column = index / rows.Value;
var leaderTransform = leader.Value == null ? transform : leader.Value.transform;
Vector3 targetPos;
if (column == 0) {
// Position directly behind the leader
targetPos = leaderTransform.TransformPoint(0, 0, -separation.Value.y * row + zLookAhead);
} else {
// Alternate between the right and the left side of the center column
targetPos = leaderTransform.TransformPoint(separation.Value.x * (column % 2 == 0 ? -1 : 1) * (((column - 1) / 2) + 1), 0, -separation.Value.y * row + zLookAhead);
}
return targetPos;
}
public override void OnReset()
{
base.OnReset();
separation = new Vector2(2, 2);
rows = 1;
}
}
}