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using UnityEngine;
using UnityEngine.AI;
namespace BehaviorDesigner.Runtime.Tasks.Movement
{
public abstract class NavMeshMovement : Movement
{
[Tooltip("The speed of the agent")]
public SharedFloat speed = 10;
[Tooltip("The angular speed of the agent")]
public SharedFloat angularSpeed = 120;
[Tooltip("The agent has arrived when the destination is less than the specified amount. This distance should be greater than or equal to the NavMeshAgent StoppingDistance.")]
public SharedFloat arriveDistance = 0.2f;
[Tooltip("Should the NavMeshAgent be stopped when the task ends?")]
public SharedBool stopOnTaskEnd = true;
[Tooltip("Should the NavMeshAgent rotation be updated when the task ends?")]
public SharedBool updateRotation = true;
// Component references
protected NavMeshAgent navMeshAgent;
private bool startUpdateRotation;
/// <summary>
/// Cache the component references.
/// </summary>
public override void OnAwake()
{
navMeshAgent = GetComponent<NavMeshAgent>();
}
/// <summary>
/// Allow pathfinding to resume.
/// </summary>
public override void OnStart()
{
navMeshAgent.speed = speed.Value;
navMeshAgent.angularSpeed = angularSpeed.Value;
navMeshAgent.isStopped = false;
startUpdateRotation = navMeshAgent.updateRotation;
UpdateRotation(updateRotation.Value);
}
/// <summary>
/// Set a new pathfinding destination.
/// </summary>
/// <param name="destination">The destination to set.</param>
/// <returns>True if the destination is valid.</returns>
protected override bool SetDestination(Vector3 destination)
{
navMeshAgent.isStopped = false;
return navMeshAgent.SetDestination(destination);
}
/// <summary>
/// Specifies if the rotation should be updated.
/// </summary>
/// <param name="update">Should the rotation be updated?</param>
protected override void UpdateRotation(bool update)
{
navMeshAgent.updateRotation = update;
navMeshAgent.updateUpAxis = update;
}
/// <summary>
/// Does the agent have a pathfinding path?
/// </summary>
/// <returns>True if the agent has a pathfinding path.</returns>
protected override bool HasPath()
{
return navMeshAgent.hasPath && navMeshAgent.remainingDistance > arriveDistance.Value;
}
/// <summary>
/// Returns the velocity of the agent.
/// </summary>
/// <returns>The velocity of the agent.</returns>
protected override Vector3 Velocity()
{
return navMeshAgent.velocity;
}
/// <summary>
/// Returns true if the position is a valid pathfinding position.
/// </summary>
/// <param name="position">The position to sample.</param>
/// <returns>True if the position is a valid pathfinding position.</returns>
protected bool SamplePosition(Vector3 position)
{
NavMeshHit hit;
return NavMesh.SamplePosition(position, out hit, navMeshAgent.height * 2, NavMesh.AllAreas);
}
/// <summary>
/// Has the agent arrived at the destination?
/// </summary>
/// <returns>True if the agent has arrived at the destination.</returns>
protected override bool HasArrived()
{
// The path hasn't been computed yet if the path is pending.
float remainingDistance;
if (navMeshAgent.pathPending) {
remainingDistance = float.PositiveInfinity;
} else {
remainingDistance = navMeshAgent.remainingDistance;
}
return remainingDistance <= arriveDistance.Value;
}
/// <summary>
/// Stop pathfinding.
/// </summary>
protected override void Stop()
{
UpdateRotation(startUpdateRotation);
if (navMeshAgent.hasPath) {
navMeshAgent.isStopped = true;
}
}
/// <summary>
/// The task has ended. Stop moving.
/// </summary>
public override void OnEnd()
{
if (stopOnTaskEnd.Value) {
Stop();
} else {
UpdateRotation(startUpdateRotation);
}
}
/// <summary>
/// The behavior tree has ended. Stop moving.
/// </summary>
public override void OnBehaviorComplete()
{
Stop();
}
/// <summary>
/// Reset the values back to their defaults.
/// </summary>
public override void OnReset()
{
speed = 10;
angularSpeed = 120;
arriveDistance = 1;
stopOnTaskEnd = true;
}
}
}