using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Wander 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}WanderIcon.png")] public class Wander : 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 = 2; [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; private float pauseTime; private float destinationReachTime; // There is no success or fail state with wander - the agent will just keep wandering 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(); } } 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() { minWanderDistance = 20; maxWanderDistance = 20; wanderRate = 2; minPauseDuration = 0; maxPauseDuration = 0; targetRetries = 1; } } }