
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 🥵🥵🥵🥵🥵
47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
using UnityEngine;
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using UnityEngine.AI;
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namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent
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{
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[TaskCategory("Unity/NavMeshAgent")]
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[TaskDescription("Gets the maximum acceleration of an agent as it follows a path, given in units / sec^2.. Returns Success.")]
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public class GetAcceleration : Action
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{
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[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
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public SharedGameObject targetGameObject;
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[SharedRequired]
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[Tooltip("The NavMeshAgent acceleration")]
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public SharedFloat storeValue;
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// cache the navmeshagent component
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private NavMeshAgent navMeshAgent;
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private GameObject prevGameObject;
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public override void OnStart()
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{
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var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
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if (currentGameObject != prevGameObject) {
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navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();
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prevGameObject = currentGameObject;
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}
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}
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public override TaskStatus OnUpdate()
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{
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if (navMeshAgent == null) {
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Debug.LogWarning("NavMeshAgent is null");
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return TaskStatus.Failure;
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}
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storeValue.Value = navMeshAgent.acceleration;
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return TaskStatus.Success;
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}
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public override void OnReset()
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{
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targetGameObject = null;
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storeValue = 0;
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}
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}
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} |