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

176 lines
9.3 KiB
C#

using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Movement
{
[TaskDescription("Search for a target by combining the wander, within hearing range, and the within seeing range tasks using the Unity NavMesh.")]
[TaskCategory("Movement")]
[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-movement-pack/")]
[TaskIcon("0ebd85be99a56804b9b63041ad4a7d42", "6e61dc457d90a294783c6cae5443b5f6")]
public class Search : NavMeshMovement
{
[Tooltip("Should the 2D version be used?")]
[UnityEngine.Serialization.FormerlySerializedAs("usePhysics2D")]
public bool m_UsePhysics2D;
[Tooltip("Minimum distance ahead of the current position to look ahead for a destination")]
[UnityEngine.Serialization.FormerlySerializedAs("minWanderDistance")]
public SharedFloat m_MinWanderDistance = 20;
[Tooltip("Maximum distance ahead of the current position to look ahead for a destination")]
[UnityEngine.Serialization.FormerlySerializedAs("maxWanderDistance")]
public SharedFloat m_MaxWanderDistance = 20;
[Tooltip("The amount that the agent rotates direction")]
[UnityEngine.Serialization.FormerlySerializedAs("wanderRate")]
public SharedFloat m_WanderRate = 1;
[Tooltip("The minimum length of time that the agent should pause at each destination")]
[UnityEngine.Serialization.FormerlySerializedAs("minPauseDuration")]
public SharedFloat m_MinPauseDuration = 0;
[Tooltip("The maximum length of time that the agent should pause at each destination (zero to disable)")]
[UnityEngine.Serialization.FormerlySerializedAs("maxPauseDuration")]
public SharedFloat m_MaxPauseDuration = 0;
[Tooltip("The maximum number of retries per tick (set higher if using a slow tick time)")]
[UnityEngine.Serialization.FormerlySerializedAs("targetRetries")]
public SharedInt m_TargetRetries = 1;
[Tooltip("The field of view angle of the agent (in degrees)")]
[UnityEngine.Serialization.FormerlySerializedAs("fieldOfViewAngle")]
public SharedFloat m_FieldOfViewAngle = 90;
[Tooltip("The distance that the agent can see")]
[UnityEngine.Serialization.FormerlySerializedAs("viewDistance")]
public SharedFloat m_ViewDistance = 30;
[Tooltip("The LayerMask of the objects to ignore when performing the line of sight check")]
[UnityEngine.Serialization.FormerlySerializedAs("ignoreLayerMask")]
public LayerMask m_IgnoreLayerMask = 1 << LayerMask.NameToLayer("Ignore Raycast");
[Tooltip("The offset to apply to 2D angles")]
[UnityEngine.Serialization.FormerlySerializedAs("angleOffset2D")]
public SharedFloat m_AngleOffset2D;
[Tooltip("Should the search end if audio was heard?")]
[UnityEngine.Serialization.FormerlySerializedAs("senseAudio")]
public SharedBool m_SenseAudio = true;
[Tooltip("How far away the unit can hear")]
[UnityEngine.Serialization.FormerlySerializedAs("hearingRadius")]
public SharedFloat m_HearingRadius = 30;
[Tooltip("The raycast offset relative to the pivot position")]
[UnityEngine.Serialization.FormerlySerializedAs("offset")]
public SharedVector3 m_Offset;
[Tooltip("The target raycast offset relative to the pivot position")]
[UnityEngine.Serialization.FormerlySerializedAs("targetOffset")]
public SharedVector3 m_TargetOffset;
[Tooltip("The LayerMask of the objects that we are searching for")]
[UnityEngine.Serialization.FormerlySerializedAs("objectLayerMask")]
public LayerMask m_TargetLayerMask;
[Tooltip("Specifies the maximum number of colliders that the physics cast can collide with")]
[UnityEngine.Serialization.FormerlySerializedAs("maxCollisionCount")]
public int m_MaxCollisionCount = 200;
[Tooltip("Should the target bone be used?")]
[UnityEngine.Serialization.FormerlySerializedAs("useTargetBone")]
public SharedBool m_UseTargetBone;
[Tooltip("The target's bone if the target is a humanoid")]
[UnityEngine.Serialization.FormerlySerializedAs("targetBone")]
public SharedHumanBodyBones m_TargetBone;
[Tooltip("Should a debug look ray be drawn to the scene view?")]
[UnityEngine.Serialization.FormerlySerializedAs("drawDebugRay")]
public SharedBool m_DrawDebugRay;
[Tooltip("The further away a sound source is the less likely the agent will be able to hear it. " +
"Set a threshold for the the minimum audibility level that the agent can hear")]
[UnityEngine.Serialization.FormerlySerializedAs("audibilityThreshold")]
public SharedFloat m_AudibilityThreshold = 0.05f;
[Tooltip("The object that is found")]
[UnityEngine.Serialization.FormerlySerializedAs("returnedObject")]
public SharedGameObject m_ReturnedObject;
private float m_PauseTime;
private float m_DestinationReachTime;
private Collider[] m_OverlapColliders;
private Collider2D[] m_Overlap2DColliders;
// Keep searching until an object is seen or heard (if senseAudio is enabled)
public override TaskStatus OnUpdate()
{
if (HasArrived()) {
// The agent should pause at the destination only if the max pause duration is greater than 0
if (m_MaxPauseDuration.Value > 0) {
if (m_DestinationReachTime == -1) {
m_DestinationReachTime = Time.time;
m_PauseTime = Random.Range(m_MinPauseDuration.Value, m_MaxPauseDuration.Value);
} else if (m_DestinationReachTime + m_PauseTime <= Time.time) {
// Only reset the time if a destination has been set.
if (TrySetTarget()) {
m_DestinationReachTime = -1;
}
}
} else {
TrySetTarget();
}
}
// Detect if any objects are within sight
if (m_UsePhysics2D) {
if (m_Overlap2DColliders == null) {
m_Overlap2DColliders = new Collider2D[m_MaxCollisionCount];
}
m_ReturnedObject.Value = MovementUtility.WithinSight2D(transform, m_Offset.Value, m_FieldOfViewAngle.Value, m_ViewDistance.Value, m_Overlap2DColliders, m_TargetLayerMask, m_TargetOffset.Value, m_AngleOffset2D.Value, m_IgnoreLayerMask, m_DrawDebugRay.Value);
} else {
if (m_OverlapColliders == null) {
m_OverlapColliders = new Collider[m_MaxCollisionCount];
}
m_ReturnedObject.Value = MovementUtility.WithinSight(transform, m_Offset.Value, m_FieldOfViewAngle.Value, m_ViewDistance.Value, m_OverlapColliders, m_TargetLayerMask, m_TargetOffset.Value, m_IgnoreLayerMask, m_UseTargetBone.Value, m_TargetBone.Value, m_DrawDebugRay.Value);
}
// If an object was seen then return success
if (m_ReturnedObject.Value != null) {
return TaskStatus.Success;
}
// Detect if any object are within audio range (if enabled)
if (m_SenseAudio.Value) {
if (m_UsePhysics2D) {
m_ReturnedObject.Value = MovementUtility.WithinHearingRange2D(transform, m_Offset.Value, m_AudibilityThreshold.Value, m_HearingRadius.Value, m_Overlap2DColliders, m_TargetLayerMask);
} else {
m_ReturnedObject.Value = MovementUtility.WithinHearingRange(transform, m_Offset.Value, m_AudibilityThreshold.Value, m_HearingRadius.Value, m_OverlapColliders, m_TargetLayerMask);
}
// If an object was heard then return success
if (m_ReturnedObject.Value != null) {
return TaskStatus.Success;
}
}
// No object has been seen or heard so keep searching
return TaskStatus.Running;
}
private bool TrySetTarget()
{
var direction = transform.forward;
var attempts = m_TargetRetries.Value;
var destination = transform.position;
while (attempts > 0) {
direction = direction + Random.insideUnitSphere * m_WanderRate.Value;
destination = transform.position + direction.normalized * Random.Range(m_MinWanderDistance.Value, m_MaxWanderDistance.Value);
if (SamplePosition(ref destination)) {
SetDestination(destination);
return true;
}
attempts--;
}
return false;
}
// Reset the public variables
public override void OnReset()
{
base.OnReset();
m_MinWanderDistance = 20;
m_MaxWanderDistance = 20;
m_WanderRate = 2;
m_MinPauseDuration = 0;
m_MaxPauseDuration = 0;
m_TargetRetries = 1;
m_FieldOfViewAngle = 90;
m_ViewDistance = 30;
m_AngleOffset2D = 0;
m_DrawDebugRay = false;
m_SenseAudio = true;
m_HearingRadius = 30;
m_AudibilityThreshold = 0.05f;
}
}
}