IndieGame/client/Assets/ParadoxNotion/NodeCanvas/Tasks/Actions/Movement/Pathfinding/Wander.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

66 lines
2.3 KiB
C#

using UnityEngine;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using NavMeshAgent = UnityEngine.AI.NavMeshAgent;
using NavMesh = UnityEngine.AI.NavMesh;
using NavMeshHit = UnityEngine.AI.NavMeshHit;
namespace NodeCanvas.Tasks.Actions
{
[Category("Movement/Pathfinding")]
[Description("Makes the agent wander randomly within the navigation map")]
public class Wander : ActionTask<NavMeshAgent>
{
[Tooltip("The speed to wander with.")]
public BBParameter<float> speed = 4;
[Tooltip("The distance to keep from each wander point.")]
public BBParameter<float> keepDistance = 0.1f;
[Tooltip("A wander point can't be closer than this distance")]
public BBParameter<float> minWanderDistance = 5;
[Tooltip("A wander point can't be further than this distance")]
public BBParameter<float> maxWanderDistance = 20;
[Tooltip("If enabled, will keep wandering forever. If not, only one wander point will be performed.")]
public bool repeat = true;
protected override void OnExecute() {
agent.speed = speed.value;
DoWander();
}
protected override void OnUpdate() {
if ( !agent.pathPending && agent.remainingDistance <= agent.stoppingDistance + keepDistance.value ) {
if ( repeat ) {
DoWander();
} else {
EndAction();
}
}
}
void DoWander() {
var min = minWanderDistance.value;
var max = maxWanderDistance.value;
min = Mathf.Clamp(min, 0.01f, max);
max = Mathf.Clamp(max, min, max);
var wanderPos = agent.transform.position;
while ( ( wanderPos - agent.transform.position ).magnitude < min ) {
wanderPos = ( Random.insideUnitSphere * max ) + agent.transform.position;
}
NavMeshHit hit;
if ( NavMesh.SamplePosition(wanderPos, out hit, agent.height * 2, NavMesh.AllAreas) ) {
agent.SetDestination(hit.position);
}
}
protected override void OnPause() { OnStop(); }
protected override void OnStop() {
if ( agent.gameObject.activeSelf ) {
agent.ResetPath();
}
}
}
}