first commit

This commit is contained in:
Chris
2025-03-12 14:22:16 -04:00
commit 0ad0c01249
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using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
using NavMesh = UnityEngine.AI.NavMesh;
using NavMeshHit = UnityEngine.AI.NavMeshHit;
namespace NodeCanvas.Tasks.Actions
{
[Name("Find Closest NavMesh Edge")]
[Category("Movement/Pathfinding")]
[Description("Find the closes Navigation Mesh position to the target position")]
public class FindClosestEdge : ActionTask
{
public BBParameter<Vector3> targetPosition;
[BlackboardOnly]
public BBParameter<Vector3> saveFoundPosition;
private NavMeshHit hit;
protected override void OnExecute() {
if ( NavMesh.FindClosestEdge(targetPosition.value, out hit, -1) ) {
saveFoundPosition.value = hit.position;
EndAction(true);
return;
}
EndAction(false);
}
}
}

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using UnityEngine;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using NavMeshAgent = UnityEngine.AI.NavMeshAgent;
namespace NodeCanvas.Tasks.Actions
{
[Category("Movement/Pathfinding")]
[Description("Flees away from the target")]
public class Flee : ActionTask<NavMeshAgent>
{
[RequiredField, Tooltip("The target to flee from.")]
public BBParameter<GameObject> target;
[Tooltip("The speed to flee.")]
public BBParameter<float> speed = 4f;
[Tooltip("The distance to flee at.")]
public BBParameter<float> fledDistance = 10f;
[Tooltip("A distance to look away from the target for valid flee destination.")]
public BBParameter<float> lookAhead = 2f;
protected override string info {
get { return string.Format("Flee from {0}", target); }
}
protected override void OnExecute() {
if ( target.value == null ) { EndAction(false); return; }
agent.speed = speed.value;
if ( ( agent.transform.position - target.value.transform.position ).magnitude >= fledDistance.value ) {
EndAction(true);
return;
}
}
protected override void OnUpdate() {
if ( target.value == null ) { EndAction(false); return; }
var targetPos = target.value.transform.position;
if ( ( agent.transform.position - targetPos ).magnitude >= fledDistance.value ) {
EndAction(true);
return;
}
var fleePos = targetPos + ( agent.transform.position - targetPos ).normalized * ( fledDistance.value + lookAhead.value + agent.stoppingDistance );
if ( !agent.SetDestination(fleePos) ) {
EndAction(false);
}
}
protected override void OnPause() { OnStop(); }
protected override void OnStop() {
if ( agent.gameObject.activeSelf ) {
agent.ResetPath();
}
}
}
}

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using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
using NavMeshAgent = UnityEngine.AI.NavMeshAgent;
namespace NodeCanvas.Tasks.Actions
{
[Name("Seek (GameObject)")]
[Category("Movement/Pathfinding")]
public class MoveToGameObject : ActionTask<NavMeshAgent>
{
[RequiredField]
public BBParameter<GameObject> target;
public BBParameter<float> speed = 4;
public BBParameter<float> keepDistance = 0.1f;
private Vector3? lastRequest;
protected override string info {
get { return "Seek " + target; }
}
protected override void OnExecute() {
if ( target.value == null ) { EndAction(false); return; }
agent.speed = speed.value;
if ( Vector3.Distance(agent.transform.position, target.value.transform.position) <= agent.stoppingDistance + keepDistance.value ) {
EndAction(true);
return;
}
}
protected override void OnUpdate() {
if ( target.value == null ) { EndAction(false); return; }
var pos = target.value.transform.position;
if ( lastRequest != pos ) {
if ( !agent.SetDestination(pos) ) {
EndAction(false);
return;
}
}
lastRequest = pos;
if ( !agent.pathPending && agent.remainingDistance <= agent.stoppingDistance + keepDistance.value ) {
EndAction(true);
}
}
protected override void OnPause() { OnStop(); }
protected override void OnStop() {
if ( agent.gameObject.activeSelf ) {
agent.ResetPath();
}
lastRequest = null;
}
public override void OnDrawGizmosSelected() {
if ( target.value != null ) {
Gizmos.DrawWireSphere(target.value.transform.position, keepDistance.value);
}
}
}
}

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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;
}
}
}

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using System.Collections.Generic;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
using NavMeshAgent = UnityEngine.AI.NavMeshAgent;
namespace NodeCanvas.Tasks.Actions
{
[Category("Movement/Pathfinding")]
[Description("Move Randomly or Progressively between various game object positions taken from the list provided")]
public class Patrol : ActionTask<NavMeshAgent>
{
public enum PatrolMode
{
Progressive,
Random
}
[RequiredField, Tooltip("A list of gameobjects patrol points.")]
public BBParameter<List<GameObject>> targetList;
[Tooltip("The mode to use for patrol (progressive or random)")]
public BBParameter<PatrolMode> patrolMode = PatrolMode.Random;
public BBParameter<float> speed = 4;
public BBParameter<float> keepDistance = 0.1f;
private int index = -1;
private Vector3? lastRequest;
protected override string info {
get { return string.Format("{0} Patrol {1}", patrolMode, targetList); }
}
protected override void OnExecute() {
if ( targetList.value.Count == 0 ) {
EndAction(false);
return;
}
if ( targetList.value.Count == 1 ) {
index = 0;
} else {
if ( patrolMode.value == PatrolMode.Random ) {
var newIndex = index;
while ( newIndex == index ) {
newIndex = Random.Range(0, targetList.value.Count);
}
index = newIndex;
}
if ( patrolMode.value == PatrolMode.Progressive ) {
index = (int)Mathf.Repeat(index + 1, targetList.value.Count);
}
}
var targetGo = targetList.value[index];
if ( targetGo == null ) {
ParadoxNotion.Services.Logger.LogWarning("List game object is null on Patrol Action Task.", LogTag.EXECUTION, this);
EndAction(false);
return;
}
var targetPos = targetGo.transform.position;
agent.speed = speed.value;
if ( ( agent.transform.position - targetPos ).magnitude < agent.stoppingDistance + keepDistance.value ) {
EndAction(true);
return;
}
}
protected override void OnUpdate() {
var targetPos = targetList.value[index].transform.position;
if ( lastRequest != targetPos ) {
if ( !agent.SetDestination(targetPos) ) {
EndAction(false);
return;
}
}
lastRequest = targetPos;
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;
}
public override void OnDrawGizmosSelected() {
if ( agent && targetList.value != null ) {
foreach ( var go in targetList.value ) {
if ( go != null ) {
Gizmos.DrawSphere(go.transform.position, 0.1f);
}
}
}
}
}
}

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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();
}
}
}
}

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