using System;
using System.Collections;
using System.Diagnostics;
using BehaviorDesigner.Runtime;
using UnityEditor;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.Assertions;
using Debug = UnityEngine.Debug;
using Object = UnityEngine.Object;
using Random = UnityEngine.Random;
// ReSharper disable once CheckNamespace
namespace BlueWaterProject
{
public class Utils
{
public enum DebugType
{
NONE,
LOG,
WARNING,
ERROR,
DEBUG_ASSERT,
ASSERT //
}
///
/// 각도를 통해 방향값을 반환하는 함수
///
public static Vector3 AngleToDir(float angle)
{
var radian = angle * Mathf.Deg2Rad;
return new Vector3(Mathf.Sin(radian), 0f, Mathf.Cos(radian)).normalized;
}
// public static T FindTaskAndAssert(BehaviorTree behaviorTree) where T : Task
// {
// var newBehaviorTask = behaviorTree.FindTask();
// Assert.IsNotNull(newBehaviorTask, typeof(T) + "타입의 Task가 존재하지 않습니다.");
//
// return newBehaviorTask;
// }
public static T GetComponentAndAssert(Transform componentLocation, DebugType debugType = DebugType.DEBUG_ASSERT) where T : class
{
var newComponent = componentLocation.GetComponent();
switch (debugType)
{
case DebugType.NONE:
Debug.Log("DebugType is None.");
break;
case DebugType.LOG:
Debug.Log(typeof(T) + "타입의 Component가 존재하지 않습니다.");
break;
case DebugType.WARNING:
Debug.LogWarning(typeof(T) + "타입의 Component가 존재하지 않습니다.");
break;
case DebugType.ERROR:
Debug.LogError(typeof(T) + "타입의 Component가 존재하지 않습니다.");
break;
case DebugType.DEBUG_ASSERT:
Debug.Assert(newComponent != null, typeof(T) + "타입의 Component가 존재하지 않습니다.");
break;
case DebugType.ASSERT:
Assert.IsNotNull(newComponent, typeof(T) + "타입의 Component가 존재하지 않습니다.");
break;
default:
throw new ArgumentOutOfRangeException(nameof(debugType), debugType, null);
}
return newComponent;
}
public static bool ArrivedAgentDestination(NavMeshAgent agent) =>
!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance;
///
/// 메서드를 누가 호출하는지 알려주는 메서드입니다
/// 메서드 마지막에 이 함수를 호출하면 됩니다
///
public static void WhereCallThisFunction()
{
var stackTrace = new StackTrace();
var stackFrame = stackTrace.GetFrame(1);
var method = stackFrame.GetMethod();
var className = method.DeclaringType?.Name;
var methodName = method.Name;
UnityEngine.Debug.Log($"Call {className}.{methodName}");
}
///
/// waitTime만큼 기다렸다가 완료되었을 때, onCooldownComplete 행동을 하는 코루틴 함수
///
/// 기다리는 시간
/// 완료되었을 때, 실행할 행동
///
public static IEnumerator CoolDown(float waitTime, Action onCooldownComplete = null)
{
var time = 0f;
while (time <= waitTime)
{
time += Time.deltaTime;
yield return null;
}
onCooldownComplete?.Invoke();
}
///
/// eulerAngles값은 음수가아닌 0 ~ 360값으로 나오기 때문에 -180 ~ 180값으로 정규화 해주는 함수
///
public static float NormalizeEulerAngle(float eulerAngle)
{
while (eulerAngle > 180) eulerAngle -= 360;
while (eulerAngle < -180) eulerAngle += 360;
return eulerAngle;
}
public static bool SetCloseDestination(NavMeshAgent agent, Vector3 destination, float stopDistance, float maxDistance)
{
var walkableMask = 1 << NavMesh.GetAreaFromName("Walkable");
if (NavMesh.SamplePosition(destination, out var hit, maxDistance, walkableMask))
{
agent.stoppingDistance = stopDistance;
agent.SetDestination(hit.position);
return true;
// var path = new NavMeshPath();
// if (agent.CalculatePath(hit.position, path) && path.status == NavMeshPathStatus.PathComplete)
// {
// agent.stoppingDistance = stopDistance;
// agent.SetDestination(hit.position);
// return true;
// }
//
// Debug.Log("길이 연결되어 있지 않습니다.");
// return false;
}
Debug.Log("근처에 갈 수 있는 위치가 없습니다.");
return false;
}
public static void SetBehaviorVariable(Behavior behaviorTreeComponent, string behaviorVariableName, T value)
{
var sharedVariable = behaviorTreeComponent.GetVariable(behaviorVariableName);
sharedVariable?.SetValue(value);
}
#if UNITY_EDITOR
public static T LoadFromFolder(string folderPath, string name, string extension) where T : Object
{
var fullPath = System.IO.Path.Combine(folderPath, name + extension);
var t = AssetDatabase.LoadAssetAtPath(fullPath);
return t;
}
#endif
}
}