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C#
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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Movement
{
[TaskDescription("Find a place to hide and move to it 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}CoverIcon.png")]
public class Cover : NavMeshMovement
{
[Tooltip("The distance to search for cover")]
public SharedFloat maxCoverDistance = 1000;
[Tooltip("The layermask of the available cover positions")]
public LayerMask availableLayerCovers;
[Tooltip("The maximum number of raycasts that should be fired before the agent gives up looking for an agent to find cover behind")]
public SharedInt maxRaycasts = 100;
[Tooltip("How large the step should be between raycasts")]
public SharedFloat rayStep = 1;
[Tooltip("Once a cover point has been found, multiply this offset by the normal to prevent the agent from hugging the wall")]
public SharedFloat coverOffset = 2;
[Tooltip("Should the agent look at the cover point after it has arrived?")]
public SharedBool lookAtCoverPoint = false;
[Tooltip("The agent is done rotating to the cover point when the square magnitude is less than this value")]
public SharedFloat rotationEpsilon = 0.5f;
[Tooltip("Max rotation delta if lookAtCoverPoint")]
public SharedFloat maxLookAtRotationDelta;
private Vector3 coverPoint;
// The position to reach, offsetted from coverPoint
private Vector3 coverTarget;
// Was cover found?
private bool foundCover;
public override void OnStart()
{
RaycastHit hit;
int raycastCount = 0;
var direction = transform.forward;
float step = 0;
coverTarget = transform.position;
foundCover = false;
// Keep firing a ray until too many rays have been fired
while (raycastCount < maxRaycasts.Value) {
var ray = new Ray(transform.position, direction);
if (Physics.Raycast(ray, out hit, maxCoverDistance.Value, availableLayerCovers.value)) {
// A suitable agent has been found. Find the opposite side of that agent by shooting a ray in the opposite direction from a point far away
if (hit.collider.Raycast(new Ray(hit.point - hit.normal * maxCoverDistance.Value, hit.normal), out hit, Mathf.Infinity)) {
coverPoint = hit.point;
coverTarget = hit.point + hit.normal * coverOffset.Value;
foundCover = true;
break;
}
}
// Keep sweeiping along the y axis
step += rayStep.Value;
direction = Quaternion.Euler(0, transform.eulerAngles.y + step, 0) * Vector3.forward;
raycastCount++;
}
if (foundCover) {
SetDestination(coverTarget);
}
base.OnStart();
}
// Seek to the cover point. Return success as soon as the location is reached or the agent is looking at the cover point
public override TaskStatus OnUpdate()
{
if (!foundCover) {
return TaskStatus.Failure;
}
if (HasArrived()) {
var rotation = Quaternion.LookRotation(coverPoint - transform.position);
// Return success if the agent isn't going to look at the cover point or it has completely rotated to look at the cover point
if (!lookAtCoverPoint.Value || Quaternion.Angle(transform.rotation, rotation) < rotationEpsilon.Value) {
return TaskStatus.Success;
} else {
// Still needs to rotate towards the target
transform.rotation = Quaternion.RotateTowards(transform.rotation, rotation, maxLookAtRotationDelta.Value);
}
}
return TaskStatus.Running;
}
// Reset the public variables
public override void OnReset()
{
base.OnStart();
maxCoverDistance = 1000;
maxRaycasts = 100;
rayStep = 1;
coverOffset = 2;
lookAtCoverPoint = false;
rotationEpsilon = 0.5f;
}
}
}