IndieGame/client/Assets/ParadoxNotion/NodeCanvas/Tasks/Conditions/GameObject/CanSeeTarget2D.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

75 lines
2.9 KiB
C#

using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace NodeCanvas.Tasks.Conditions
{
[Category("GameObject")]
[Description("A combination of line of sight and view angle check")]
public class CanSeeTarget2D : ConditionTask<Transform>
{
[RequiredField]
public BBParameter<GameObject> target;
[Tooltip("Distance within which to look out for.")]
public BBParameter<float> maxDistance = 50;
[Tooltip("A layer mask to use for the line of sight check.")]
public BBParameter<LayerMask> layerMask = (LayerMask)( -1 );
[Tooltip("Distance within which the target can be seen (or rather sensed) regardless of view angle.")]
public BBParameter<float> awarnessDistance = 0f;
[SliderField(1, 180)]
public BBParameter<float> viewAngle = 70f;
public Vector2 offset;
private RaycastHit2D hit;
protected override string info {
get { return "Can See " + target; }
}
protected override bool OnCheck() {
var t = target.value.transform;
if ( !t.gameObject.activeInHierarchy ) {
return false;
}
if ( Vector2.Distance(agent.position, t.position) <= awarnessDistance.value ) {
var hit = Physics2D.Linecast((Vector2)agent.position + offset, (Vector2)t.position + offset, layerMask.value);
if ( hit.collider != t.GetComponent<Collider2D>() ) {
return false;
}
return true;
}
if ( Vector2.Distance(agent.position, t.position) > maxDistance.value ) {
return false;
}
if ( Vector2.Angle((Vector2)t.position - (Vector2)agent.position, agent.right) > viewAngle.value ) {
return false;
}
var hit2 = Physics2D.Linecast((Vector2)agent.position + offset, (Vector2)t.position + offset, layerMask.value);
if ( hit2.collider != t.GetComponent<Collider2D>() ) {
return false;
}
return true;
}
public override void OnDrawGizmosSelected() {
if ( agent != null ) {
Gizmos.DrawLine((Vector2)agent.position, (Vector2)agent.position + offset);
Gizmos.DrawLine((Vector2)agent.position + offset, (Vector2)agent.position + offset + ( (Vector2)agent.right * maxDistance.value ));
Gizmos.DrawWireSphere((Vector2)agent.position + offset + ( (Vector2)agent.right * maxDistance.value ), 0.1f);
Gizmos.DrawWireSphere((Vector2)agent.position, awarnessDistance.value);
Gizmos.matrix = Matrix4x4.TRS((Vector2)agent.position + offset, Quaternion.LookRotation(agent.right), Vector3.one);
Gizmos.DrawFrustum(Vector3.zero, viewAngle.value, 5, 0, 1f);
}
}
}
}