51 lines
1.7 KiB
C#
51 lines
1.7 KiB
C#
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using UnityEngine;
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using BehaviorDesigner.Runtime.Tasks;
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using Tooltip = BehaviorDesigner.Runtime.Tasks.TooltipAttribute;
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using HelpURL = BehaviorDesigner.Runtime.Tasks.HelpURLAttribute;
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namespace BehaviorDesigner.Runtime.Formations.Tasks
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{
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[TaskCategory("Formations")]
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[TaskDescription("Arrange the group in a circle.")]
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[TaskIcon("Assets/Behavior Designer Formations/Editor/Icons/{SkinColor}CircleIcon.png")]
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[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-formations-pack/")]
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public class Circle : NavMeshFormationGroup
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{
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[Tooltip("The radius of the circle")]
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public SharedFloat radius = 5;
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private float theta;
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protected override void AddAgentToGroup(Behavior agent, int index)
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{
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base.AddAgentToGroup(agent, index);
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// 2 * PI = 360 degrees
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theta = 2 * Mathf.PI / agents.Count;
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}
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protected override int RemoveAgentFromGroup(Behavior agent)
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{
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var index = base.RemoveAgentFromGroup(agent);
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// 2 * PI = 360 degrees
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theta = 2 * Mathf.PI / agents.Count;
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return index;
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}
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protected override Vector3 TargetPosition(int index, float zLookAhead)
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{
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// Subtract the radius from the z position to prevent the agents from getting ahead of the leader
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var leaderTransform = leader.Value == null ? transform : leader.Value.transform;
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return leaderTransform.TransformPoint(radius.Value * Mathf.Sin(theta * index), 0, radius.Value * Mathf.Cos(theta * index) - radius.Value + zLookAhead);
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}
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public override void OnReset()
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{
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base.OnReset();
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radius = 5;
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}
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}
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}
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