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

52 lines
1.8 KiB
C#

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 a grid where the number of rows is equal to the number of columns.")]
[TaskIcon("Assets/Behavior Designer Formations/Editor/Icons/{SkinColor}GridIcon.png")]
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-formations-pack/")]
public class Grid : NavMeshFormationGroup
{
[Tooltip("The separation between agents")]
public SharedVector2 separation = new Vector2(2, 2);
private int rows;
protected override void AddAgentToGroup(Behavior agent, int index)
{
base.AddAgentToGroup(agent, index);
// Form an upper bounds of points on the grid
rows = Mathf.CeilToInt(Mathf.Sqrt(agents.Count));
}
protected override int RemoveAgentFromGroup(Behavior agent)
{
var index = base.RemoveAgentFromGroup(agent);
// Form an upper bounds of points on the grid
rows = Mathf.CeilToInt(Mathf.Sqrt(agents.Count));
return index;
}
protected override Vector3 TargetPosition(int index, float zLookAhead)
{
var row = index % rows;
var column = index / rows;
var leaderTransform = leader.Value == null ? transform : leader.Value.transform;
return leaderTransform.TransformPoint(separation.Value.x * column, 0, -separation.Value.y * row + zLookAhead);
}
public override void OnReset()
{
base.OnReset();
separation = new Vector2(2, 2);
}
}
}