
1.引入URP 2.引入InputSystem 3.引入Fungus 4.引入DoTween 5.引入CinemaMachine 6.引入BehaviorTree 7.引入BehaviorTree动作包 8.配置了渲染管线资源 🥵🥵🥵🥵🥵
56 lines
2.5 KiB
C#
56 lines
2.5 KiB
C#
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Movement
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{
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[TaskDescription("Move towards the specified position. The position can either be specified by a transform or position. If the transform " +
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"is used then the position will not be used.")]
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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}MoveTowardsIcon.png")]
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public class MoveTowards : Action
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{
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[Tooltip("The speed of the agent")]
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public SharedFloat speed;
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[Tooltip("The agent has arrived when the magnitude is less than this value")]
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public SharedFloat arriveDistance = 0.1f;
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[Tooltip("Should the agent be looking at the target position?")]
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public SharedBool lookAtTarget = true;
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[Tooltip("Max rotation delta if lookAtTarget is enabled")]
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public SharedFloat maxLookAtRotationDelta;
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[Tooltip("The GameObject that the agent is moving towards")]
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public SharedGameObject target;
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[Tooltip("If target is null then use the target position")]
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public SharedVector3 targetPosition;
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public override TaskStatus OnUpdate()
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{
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var position = Target();
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// Return a task status of success once we've reached the target
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if (Vector3.Magnitude(transform.position - position) < arriveDistance.Value) {
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return TaskStatus.Success;
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}
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// We haven't reached the target yet so keep moving towards it
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transform.position = Vector3.MoveTowards(transform.position, position, speed.Value * Time.deltaTime);
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if (lookAtTarget.Value && (position - transform.position).sqrMagnitude > 0.01f) {
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transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(position - transform.position), maxLookAtRotationDelta.Value);
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}
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return TaskStatus.Running;
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}
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// Return targetPosition if targetTransform is null
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private Vector3 Target()
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{
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if (target == null || target.Value == null) {
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return targetPosition.Value;
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}
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return target.Value.transform.position;
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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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arriveDistance = 0.1f;
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lookAtTarget = true;
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}
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}
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} |