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