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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Conditions
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{
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[Name("Target In Line Of Sight")]
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[Category("GameObject")]
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[Description("Check of agent is in line of sight with target by doing a linecast and optionaly save the distance")]
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public class CheckLOS : ConditionTask<Transform>
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{
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[RequiredField]
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public BBParameter<GameObject> LOSTarget;
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public BBParameter<LayerMask> layerMask = (LayerMask)( -1 );
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public Vector3 offset;
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[BlackboardOnly]
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public BBParameter<float> saveDistanceAs;
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private RaycastHit hit = new RaycastHit();
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protected override string info {
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get { return "LOS with " + LOSTarget.ToString(); }
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}
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protected override bool OnCheck() {
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var t = LOSTarget.value.transform;
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if ( Physics.Linecast(agent.position + offset, t.position + offset, out hit, layerMask.value) ) {
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var targetCollider = t.GetComponent<Collider>();
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if ( targetCollider == null || hit.collider != targetCollider ) {
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saveDistanceAs.value = hit.distance;
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return false;
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}
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}
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return true;
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}
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public override void OnDrawGizmosSelected() {
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if ( agent && LOSTarget.value ) {
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Gizmos.DrawLine(agent.position + offset, LOSTarget.value.transform.position + offset);
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}
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}
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}
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}
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