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