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using System.Linq;
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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 2D")]
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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 CheckLOS2D : 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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[BlackboardOnly]
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public BBParameter<float> saveDistanceAs;
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[GetFromAgent]
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protected Collider2D agentCollider;
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protected override string info => "LOS with " + LOSTarget.ToString();
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protected override bool OnCheck() {
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var hits = Physics2D.LinecastAll(agent.position, LOSTarget.value.transform.position, layerMask.value);
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foreach ( var collider in hits.Select(h => h.collider) ) {
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if ( collider != agentCollider && collider != LOSTarget.value.GetComponent<Collider2D>() ) {
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return false;
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}
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}
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saveDistanceAs.value = Vector2.Distance(LOSTarget.value.transform.position, agent.position);
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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((Vector2)agent.position, (Vector2)LOSTarget.value.transform.position);
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}
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}
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}
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}
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