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