63 lines
2.3 KiB
C#
63 lines
2.3 KiB
C#
![]() |
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Movement
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{
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[TaskDescription("Follows the specified target using the Unity NavMesh.")]
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[TaskCategory("Movement")]
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[HelpURL("https://www.opsive.com/support/documentation/behavior-designer-movement-pack/")]
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[TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}FollowIcon.png")]
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public class Follow : NavMeshMovement
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{
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[Tooltip("The GameObject that the agent is following")]
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public SharedGameObject target;
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[Tooltip("Start moving towards the target if the target is further than the specified distance")]
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public SharedFloat moveDistance = 2;
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private Vector3 lastTargetPosition;
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private bool hasMoved;
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public override void OnStart()
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{
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base.OnStart();
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if (target.Value == null) {
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return;
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}
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lastTargetPosition = target.Value.transform.position + Vector3.one * (moveDistance.Value + 1);
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hasMoved = false;
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}
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// Follow the target. The task will never return success as the agent should continue to follow the target even after arriving at the destination.
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public override TaskStatus OnUpdate()
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{
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if (target.Value == null) {
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return TaskStatus.Failure;
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}
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// Move if the target has moved more than the moveDistance since the last time the agent moved.
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var targetPosition = target.Value.transform.position;
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if ((targetPosition - lastTargetPosition).magnitude >= moveDistance.Value) {
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SetDestination(targetPosition);
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lastTargetPosition = targetPosition;
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hasMoved = true;
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} else {
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// Stop moving if the agent is within the moveDistance of the target.
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if (hasMoved && (targetPosition - transform.position).magnitude < moveDistance.Value) {
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Stop();
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hasMoved = false;
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lastTargetPosition = targetPosition;
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}
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}
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return TaskStatus.Running;
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}
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public override void OnReset()
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{
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base.OnReset();
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target = null;
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moveDistance = 2;
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}
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}
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}
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