IndieGame/client/Assets/ParadoxNotion/NodeCanvas/Tasks/Actions/Movement/Pathfinding/MoveToPosition.cs

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C#
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2024-10-11 10:12:15 +08:00
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
using NavMeshAgent = UnityEngine.AI.NavMeshAgent;
namespace NodeCanvas.Tasks.Actions
{
[Name("Seek (Vector3)")]
[Category("Movement/Pathfinding")]
public class MoveToPosition : ActionTask<NavMeshAgent>
{
public BBParameter<Vector3> targetPosition;
public BBParameter<float> speed = 4;
public BBParameter<float> keepDistance = 0.1f;
private Vector3? lastRequest;
protected override string info {
get { return "Seek " + targetPosition; }
}
protected override void OnExecute() {
agent.speed = speed.value;
if ( Vector3.Distance(agent.transform.position, targetPosition.value) < agent.stoppingDistance + keepDistance.value ) {
EndAction(true);
return;
}
}
protected override void OnUpdate() {
if ( lastRequest != targetPosition.value ) {
if ( !agent.SetDestination(targetPosition.value) ) {
EndAction(false);
return;
}
}
lastRequest = targetPosition.value;
if ( !agent.pathPending && agent.remainingDistance <= agent.stoppingDistance + keepDistance.value ) {
EndAction(true);
}
}
protected override void OnPause() { OnStop(); }
protected override void OnStop() {
if ( lastRequest != null && agent.gameObject.activeSelf ) {
agent.ResetPath();
}
lastRequest = null;
}
}
}