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

106 lines
4.3 KiB
C#

using UnityEngine;
using BehaviorDesigner.Runtime.Tasks;
using Tooltip = BehaviorDesigner.Runtime.Tasks.TooltipAttribute;
using HelpURL = BehaviorDesigner.Runtime.Tasks.HelpURLAttribute;
namespace BehaviorDesigner.Runtime.Tactical.Tasks
{
[TaskCategory("Tactical")]
[TaskDescription("Defends the object within a defend radius. Will seek and attack a target for as long as it takes")]
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-tactical-pack/")]
[TaskIcon("Assets/Behavior Designer Tactical/Editor/Icons/{SkinColor}HoldIcon.png")]
public class Hold : NavMeshTacticalGroup
{
[Tooltip("The object to defend")]
public SharedGameObject defendObject;
[Tooltip("The radius around the defend object to position the agents")]
public SharedFloat radius = 5;
[Tooltip("The radius around the defend object to defend")]
public SharedFloat defendRadius = 10;
private float theta;
protected override void AddAgentToGroup(Behavior agent, int index)
{
base.AddAgentToGroup(agent, index);
// 2 * PI = 360 degrees
theta = 2 * Mathf.PI / agents.Count;
}
protected override int RemoveAgentFromGroup(Behavior agent)
{
var index = base.RemoveAgentFromGroup(agent);
// 2 * PI = 360 degrees
theta = 2 * Mathf.PI / agents.Count;
return index;
}
public override TaskStatus OnUpdate()
{
var baseStatus = base.OnUpdate();
if (baseStatus != TaskStatus.Running || !started) {
return baseStatus;
}
// Attack the target if the agent has a target.
tacticalAgent.AttackPosition = false;
if (tacticalAgent.TargetTransform != null) {
// Stop attacking if the target is no longer alive.
if (!tacticalAgent.TargetDamagable.IsAlive()) {
tacticalAgent.TargetTransform = null;
tacticalAgent.TargetDamagable = null;
} else {
// The target is within distance. Keep moving towards it.
tacticalAgent.AttackPosition = true;
if (MoveToAttackPosition()) {
tacticalAgent.TryAttack();
}
}
} else {
// Loop through the possible target transforms and determine which transform is the closest to each agent.
for (int i = targetTransforms.Count - 1; i > -1; --i) {
// The target has to be alive.
if (targets[i].IsAlive()) {
// Start attacking if the target gets too close.
if ((transform.position - targetTransforms[i].position).magnitude < defendRadius.Value) {
tacticalAgent.TargetDamagable = targets[i];
tacticalAgent.TargetTransform = targetTransforms[i];
}
} else {
// The target is no longer alive - remove it from the list.
targets.RemoveAt(i);
targetTransforms.RemoveAt(i);
}
}
}
// The agent isn't attacking. Move near the defend object.
if (!tacticalAgent.AttackPosition) {
var targetPosition = defendObject.Value.transform.TransformPoint(radius.Value * Mathf.Sin(theta * formationIndex), 0, radius.Value * Mathf.Cos(theta * formationIndex));
tacticalAgent.UpdateRotation(true);
tacticalAgent.SetDestination(targetPosition);
if (tacticalAgent.HasArrived()) {
// Face away from the defending object.
var direction = targetPosition - defendObject.Value.transform.position;
direction.y = 0;
tacticalAgent.RotateTowards(Quaternion.LookRotation(direction));
}
}
return TaskStatus.Running;
}
public override void OnReset()
{
base.OnReset();
defendObject = null;
radius = 5;
defendRadius = 10;
}
}
}