100 lines
4.4 KiB
C#
100 lines
4.4 KiB
C#
![]() |
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Movement
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{
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[TaskDescription("Find a place to hide and move to it 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}CoverIcon.png")]
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public class Cover : NavMeshMovement
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{
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[Tooltip("The distance to search for cover")]
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public SharedFloat maxCoverDistance = 1000;
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[Tooltip("The layermask of the available cover positions")]
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public LayerMask availableLayerCovers;
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[Tooltip("The maximum number of raycasts that should be fired before the agent gives up looking for an agent to find cover behind")]
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public SharedInt maxRaycasts = 100;
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[Tooltip("How large the step should be between raycasts")]
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public SharedFloat rayStep = 1;
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[Tooltip("Once a cover point has been found, multiply this offset by the normal to prevent the agent from hugging the wall")]
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public SharedFloat coverOffset = 2;
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[Tooltip("Should the agent look at the cover point after it has arrived?")]
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public SharedBool lookAtCoverPoint = false;
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[Tooltip("The agent is done rotating to the cover point when the square magnitude is less than this value")]
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public SharedFloat rotationEpsilon = 0.5f;
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[Tooltip("Max rotation delta if lookAtCoverPoint")]
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public SharedFloat maxLookAtRotationDelta;
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private Vector3 coverPoint;
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// The position to reach, offsetted from coverPoint
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private Vector3 coverTarget;
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// Was cover found?
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private bool foundCover;
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public override void OnStart()
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{
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RaycastHit hit;
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int raycastCount = 0;
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var direction = transform.forward;
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float step = 0;
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coverTarget = transform.position;
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foundCover = false;
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// Keep firing a ray until too many rays have been fired
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while (raycastCount < maxRaycasts.Value) {
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var ray = new Ray(transform.position, direction);
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if (Physics.Raycast(ray, out hit, maxCoverDistance.Value, availableLayerCovers.value)) {
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// 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
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if (hit.collider.Raycast(new Ray(hit.point - hit.normal * maxCoverDistance.Value, hit.normal), out hit, Mathf.Infinity)) {
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coverPoint = hit.point;
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coverTarget = hit.point + hit.normal * coverOffset.Value;
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foundCover = true;
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break;
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}
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}
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// Keep sweeiping along the y axis
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step += rayStep.Value;
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direction = Quaternion.Euler(0, transform.eulerAngles.y + step, 0) * Vector3.forward;
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raycastCount++;
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}
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if (foundCover) {
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SetDestination(coverTarget);
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}
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base.OnStart();
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}
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// Seek to the cover point. Return success as soon as the location is reached or the agent is looking at the cover point
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public override TaskStatus OnUpdate()
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{
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if (!foundCover) {
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return TaskStatus.Failure;
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}
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if (HasArrived()) {
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var rotation = Quaternion.LookRotation(coverPoint - transform.position);
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// 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
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if (!lookAtCoverPoint.Value || Quaternion.Angle(transform.rotation, rotation) < rotationEpsilon.Value) {
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return TaskStatus.Success;
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} else {
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// Still needs to rotate towards the target
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transform.rotation = Quaternion.RotateTowards(transform.rotation, rotation, maxLookAtRotationDelta.Value);
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}
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}
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return TaskStatus.Running;
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}
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// Reset the public variables
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public override void OnReset()
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{
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base.OnStart();
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maxCoverDistance = 1000;
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maxRaycasts = 100;
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rayStep = 1;
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coverOffset = 2;
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lookAtCoverPoint = false;
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rotationEpsilon = 0.5f;
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}
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}
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}
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