
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 🥵🥵🥵🥵🥵
152 lines
5.0 KiB
C#
152 lines
5.0 KiB
C#
using UnityEngine;
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using UnityEngine.AI;
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namespace BehaviorDesigner.Runtime.Tasks.Movement
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{
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public abstract class NavMeshMovement : Movement
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{
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[Tooltip("The speed of the agent")]
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public SharedFloat speed = 10;
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[Tooltip("The angular speed of the agent")]
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public SharedFloat angularSpeed = 120;
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[Tooltip("The agent has arrived when the destination is less than the specified amount. This distance should be greater than or equal to the NavMeshAgent StoppingDistance.")]
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public SharedFloat arriveDistance = 0.2f;
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[Tooltip("Should the NavMeshAgent be stopped when the task ends?")]
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public SharedBool stopOnTaskEnd = true;
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[Tooltip("Should the NavMeshAgent rotation be updated when the task ends?")]
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public SharedBool updateRotation = true;
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// Component references
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protected NavMeshAgent navMeshAgent;
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private bool startUpdateRotation;
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/// <summary>
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/// Cache the component references.
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/// </summary>
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public override void OnAwake()
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{
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navMeshAgent = GetComponent<NavMeshAgent>();
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}
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/// <summary>
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/// Allow pathfinding to resume.
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/// </summary>
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public override void OnStart()
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{
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navMeshAgent.speed = speed.Value;
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navMeshAgent.angularSpeed = angularSpeed.Value;
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navMeshAgent.isStopped = false;
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startUpdateRotation = navMeshAgent.updateRotation;
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UpdateRotation(updateRotation.Value);
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}
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/// <summary>
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/// Set a new pathfinding destination.
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/// </summary>
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/// <param name="destination">The destination to set.</param>
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/// <returns>True if the destination is valid.</returns>
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protected override bool SetDestination(Vector3 destination)
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{
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navMeshAgent.isStopped = false;
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return navMeshAgent.SetDestination(destination);
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}
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/// <summary>
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/// Specifies if the rotation should be updated.
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/// </summary>
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/// <param name="update">Should the rotation be updated?</param>
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protected override void UpdateRotation(bool update)
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{
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navMeshAgent.updateRotation = update;
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navMeshAgent.updateUpAxis = update;
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}
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/// <summary>
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/// Does the agent have a pathfinding path?
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/// </summary>
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/// <returns>True if the agent has a pathfinding path.</returns>
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protected override bool HasPath()
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{
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return navMeshAgent.hasPath && navMeshAgent.remainingDistance > arriveDistance.Value;
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}
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/// <summary>
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/// Returns the velocity of the agent.
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/// </summary>
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/// <returns>The velocity of the agent.</returns>
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protected override Vector3 Velocity()
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{
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return navMeshAgent.velocity;
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}
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/// <summary>
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/// Returns true if the position is a valid pathfinding position.
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/// </summary>
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/// <param name="position">The position to sample.</param>
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/// <returns>True if the position is a valid pathfinding position.</returns>
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protected bool SamplePosition(Vector3 position)
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{
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NavMeshHit hit;
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return NavMesh.SamplePosition(position, out hit, navMeshAgent.height * 2, NavMesh.AllAreas);
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}
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/// <summary>
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/// Has the agent arrived at the destination?
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/// </summary>
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/// <returns>True if the agent has arrived at the destination.</returns>
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protected override bool HasArrived()
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{
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// The path hasn't been computed yet if the path is pending.
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float remainingDistance;
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if (navMeshAgent.pathPending) {
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remainingDistance = float.PositiveInfinity;
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} else {
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remainingDistance = navMeshAgent.remainingDistance;
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}
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return remainingDistance <= arriveDistance.Value;
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}
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/// <summary>
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/// Stop pathfinding.
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/// </summary>
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protected override void Stop()
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{
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UpdateRotation(startUpdateRotation);
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if (navMeshAgent.hasPath) {
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navMeshAgent.isStopped = true;
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}
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}
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/// <summary>
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/// The task has ended. Stop moving.
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/// </summary>
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public override void OnEnd()
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{
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if (stopOnTaskEnd.Value) {
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Stop();
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} else {
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UpdateRotation(startUpdateRotation);
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}
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}
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/// <summary>
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/// The behavior tree has ended. Stop moving.
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/// </summary>
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public override void OnBehaviorComplete()
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{
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Stop();
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}
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/// <summary>
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/// Reset the values back to their defaults.
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/// </summary>
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public override void OnReset()
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{
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speed = 10;
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angularSpeed = 120;
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arriveDistance = 1;
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stopOnTaskEnd = true;
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}
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}
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} |