OldBlueWater/BlueWater/Assets/Behavior Designer Movement/Scripts/Tasks/Follow.cs
2023-09-26 15:12:44 +09:00

65 lines
2.4 KiB
C#

using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Movement
{
[TaskDescription("Follows the specified target using the Unity NavMesh.")]
[TaskCategory("Movement")]
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-movement-pack/")]
[TaskIcon("815ba0528c01fe940bd4d5b51bf80773", "b17f9c5419e855948badb45ca05a4fcd")]
public class Follow : NavMeshMovement
{
[Tooltip("The GameObject that the agent is following")]
[UnityEngine.Serialization.FormerlySerializedAs("target")]
public SharedGameObject m_Target;
[Tooltip("Start moving towards the target if the target is further than the specified distance")]
[UnityEngine.Serialization.FormerlySerializedAs("moveDistance")]
public SharedFloat m_MoveDistance = 2;
private Vector3 lastTargetPosition;
private bool hasMoved;
public override void OnStart()
{
base.OnStart();
if (m_Target.Value == null) {
return;
}
lastTargetPosition = m_Target.Value.transform.position + Vector3.one * (m_MoveDistance.Value + 1);
hasMoved = false;
}
// Follow the target. The task will never return success as the agent should continue to follow the target even after arriving at the destination.
public override TaskStatus OnUpdate()
{
if (m_Target.Value == null) {
return TaskStatus.Failure;
}
// Move if the target has moved more than the moveDistance since the last time the agent moved.
var targetPosition = m_Target.Value.transform.position;
if ((targetPosition - lastTargetPosition).magnitude >= m_MoveDistance.Value) {
SetDestination(targetPosition);
lastTargetPosition = targetPosition;
hasMoved = true;
} else {
// Stop moving if the agent is within the moveDistance of the target.
if (hasMoved && (targetPosition - transform.position).magnitude < m_MoveDistance.Value) {
Stop();
hasMoved = false;
lastTargetPosition = targetPosition;
}
}
return TaskStatus.Running;
}
public override void OnReset()
{
base.OnReset();
m_Target = null;
m_MoveDistance = 2;
}
}
}