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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("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}SearchIcon.png")]
public class Search : NavMeshMovement
{
[Tooltip("Minimum distance ahead of the current position to look ahead for a destination")]
public SharedFloat minWanderDistance = 20;
[Tooltip("Maximum distance ahead of the current position to look ahead for a destination")]
public SharedFloat maxWanderDistance = 20;
[Tooltip("The amount that the agent rotates direction")]
public SharedFloat wanderRate = 1;
[Tooltip("The minimum length of time that the agent should pause at each destination")]
public SharedFloat minPauseDuration = 0;
[Tooltip("The maximum length of time that the agent should pause at each destination (zero to disable)")]
public SharedFloat maxPauseDuration = 0;
[Tooltip("The maximum number of retries per tick (set higher if using a slow tick time)")]
public SharedInt targetRetries = 1;
[Tooltip("The field of view angle of the agent (in degrees)")]
public SharedFloat fieldOfViewAngle = 90;
[Tooltip("The distance that the agent can see")]
public SharedFloat viewDistance = 30;
[Tooltip("The LayerMask of the objects to ignore when performing the line of sight check")]
public LayerMask ignoreLayerMask = 1 << LayerMask.NameToLayer("Ignore Raycast");
[Tooltip("Should the search end if audio was heard?")]
public SharedBool senseAudio = true;
[Tooltip("How far away the unit can hear")]
public SharedFloat hearingRadius = 30;
[Tooltip("The raycast offset relative to the pivot position")]
public SharedVector3 offset;
[Tooltip("The target raycast offset relative to the pivot position")]
public SharedVector3 targetOffset;
[Tooltip("The LayerMask of the objects that we are searching for")]
public LayerMask objectLayerMask;
[Tooltip("Specifies the maximum number of colliders that the physics cast can collide with")]
public int maxCollisionCount = 200;
[Tooltip("Should the target bone be used?")]
public SharedBool useTargetBone;
[Tooltip("The target's bone if the target is a humanoid")]
public HumanBodyBones targetBone;
[Tooltip("Should a debug look ray be drawn to the scene view?")]
public SharedBool 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")]
public SharedFloat audibilityThreshold = 0.05f;
[Tooltip("The object that is found")]
public SharedGameObject returnedObject;
private float pauseTime;
private float destinationReachTime;
private Collider[] overlapColliders;
// 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 (maxPauseDuration.Value > 0) {
if (destinationReachTime == -1) {
destinationReachTime = Time.time;
pauseTime = Random.Range(minPauseDuration.Value, maxPauseDuration.Value);
}
if (destinationReachTime + pauseTime <= Time.time) {
// Only reset the time if a destination has been set.
if (TrySetTarget()) {
destinationReachTime = -1;
}
}
} else {
TrySetTarget();
}
}
// Detect if any objects are within sight
if (overlapColliders == null) {
overlapColliders = new Collider[maxCollisionCount];
}
returnedObject.Value = MovementUtility.WithinSight(transform, offset.Value, fieldOfViewAngle.Value, viewDistance.Value, overlapColliders, objectLayerMask, targetOffset.Value, ignoreLayerMask, useTargetBone.Value, targetBone, drawDebugRay.Value);
// If an object was seen then return success
if (returnedObject.Value != null) {
return TaskStatus.Success;
}
// Detect if any object are within audio range (if enabled)
if (senseAudio.Value) {
returnedObject.Value = MovementUtility.WithinHearingRange(transform, offset.Value, audibilityThreshold.Value, hearingRadius.Value, overlapColliders, objectLayerMask);
// If an object was heard then return success
if (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 validDestination = false;
var attempts = targetRetries.Value;
var destination = transform.position;
while (!validDestination && attempts > 0) {
direction = direction + Random.insideUnitSphere * wanderRate.Value;
destination = transform.position + direction.normalized * Random.Range(minWanderDistance.Value, maxWanderDistance.Value);
validDestination = SamplePosition(destination);
attempts--;
}
if (validDestination) {
SetDestination(destination);
}
return validDestination;
}
// Reset the public variables
public override void OnReset()
{
base.OnReset();
minWanderDistance = 20;
maxWanderDistance = 20;
wanderRate = 2;
minPauseDuration = 0;
maxPauseDuration = 0;
targetRetries = 1;
fieldOfViewAngle = 90;
viewDistance = 30;
drawDebugRay = false;
senseAudio = true;
hearingRadius = 30;
audibilityThreshold = 0.05f;
}
}
}