added: new task script for allowing units to circle a target. Added to agent.
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164
Assets/Scripts/Units/Graph Tasks/CircleTarget.cs
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164
Assets/Scripts/Units/Graph Tasks/CircleTarget.cs
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using System;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using Sirenix.Utilities;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Reset.Units {
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[Category("Reset/Units")]
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[Description("Gives the unit a new direction that causes them to circle the target.")]
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public class CircleTarget : ActionTask<UnitMovementHandler>{
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enum StrafeDirection{
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Forward = 0, Backwards, Left, Right
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}
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// References
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private IUnitTargetProvider targetProvider;
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// Pause settings
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[Description("How long will this unit wait to stop moving and pause")]
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public BBParameter<Vector2> pauseIntervalRange;
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[Description("How long this unit will within paused movement")]
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public BBParameter<Vector2> unpauseIntervalRange;
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// Speed settings
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public BBParameter<Vector2> speedRange;
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[Description("How long this unit will wait before switching movement speed")]
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public BBParameter<Vector2> speedChangeIntervalRange;
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[SliderField(0, 1)]
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public BBParameter<float> speedSmoothing;
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// Strafe direction settings
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[Description("How long this unit will wait before switching strafe direction")]
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public BBParameter<Vector2> strafeDirectionChangeInterval;
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[SliderField(0, 1)]
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public BBParameter<float> directionSmoothing;
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// Pause state management
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private bool isPaused;
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private float lastPauseEnterTime;
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private float lastPauseExitTime;
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private float pauseChangeTimeElapsed;
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private float nextPauseChangeTime;
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// Direct state management
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private float lastDirectionChangeTime;
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private float directionChangeTimeElapsed;
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private StrafeDirection currentStrafeDirection;
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private float nextDirectionChangeTime;
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// Speed state management
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private float lastSpeedChangeTime;
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private float speedChangeTimeElapsed;
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private float currentSpeed;
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private float nextSpeedChangeTime;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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if (pauseIntervalRange.value == Vector2.zero){ Debug.LogError($"Please set a setting for pause intervals on {agent.name}", agent.gameObject);}
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if (unpauseIntervalRange.value == Vector2.zero){ Debug.LogError($"Please set a setting for unpause intervals on {agent.name}", agent.gameObject);}
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if (speedRange.value == Vector2.zero){ Debug.LogError($"Please set a setting for speed range on {agent.name}", agent.gameObject);}
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if (speedChangeIntervalRange.value == Vector2.zero){ Debug.LogError($"Please set a setting for speed change intervals on {agent.name}", agent.gameObject);}
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if (strafeDirectionChangeInterval.value == Vector2.zero){ Debug.LogError($"Please set a setting for strafe direction change intervals on {agent.name}", agent.gameObject);}
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// Get reference to target provider
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targetProvider = agent.gameObject.GetComponent<IUnitTargetProvider>();
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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// Reset timers
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lastPauseEnterTime = 0f;
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lastPauseExitTime = 0f;
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pauseChangeTimeElapsed = 0f;
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lastDirectionChangeTime = 0f;
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directionChangeTimeElapsed = 0f;
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// Initialize with direction
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currentStrafeDirection = (StrafeDirection)Random.Range(0, 3);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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// Set a new direction
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agent.SetNewDirection(GetVector3Direction().ToVector2(), directionSmoothing.value, true);
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// Set paused or set new speed if unpaused
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if (isPaused) {
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agent.SetNewSpeed(0f, speedSmoothing.value, true);
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} else {
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agent.SetNewSpeed(currentSpeed, speedSmoothing.value, true);
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}
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// Check the timers
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CheckForChange();
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}
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// Method to quickly transform a strafe direction into a Vector3
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Vector3 GetVector3Direction(){
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switch (currentStrafeDirection) {
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case StrafeDirection.Forward:
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return agent.transform.position.DirectionTo(targetProvider.UnitTarget.transform.position);
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case StrafeDirection.Backwards:
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return -agent.transform.position.DirectionTo(targetProvider.UnitTarget.transform.position);
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case StrafeDirection.Left:
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return Quaternion.AngleAxis(-90f, Vector3.up) * agent.transform.position.DirectionTo(targetProvider.UnitTarget.transform.position);
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case StrafeDirection.Right:
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return Quaternion.AngleAxis(90f, Vector3.up) * agent.transform.position.DirectionTo(targetProvider.UnitTarget.transform.position);
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default:
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return Vector3.zero;
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}
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}
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void SetNewPauseChangeTime(){
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if (isPaused) {
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nextPauseChangeTime = elapsedTime + Random.Range(unpauseIntervalRange.value.x, unpauseIntervalRange.value.y);
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} else {
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nextPauseChangeTime = elapsedTime + Random.Range(pauseIntervalRange.value.x, pauseIntervalRange.value.y);
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}
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}
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void SetNewSpeedChangeTime(){
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nextSpeedChangeTime = elapsedTime + Random.Range(speedChangeIntervalRange.value.x, speedChangeIntervalRange.value.y);
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}
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void SetNewDirectionChangeTime(){
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nextDirectionChangeTime = elapsedTime + Random.Range(strafeDirectionChangeInterval.value.x, strafeDirectionChangeInterval.value.y);
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}
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void CheckForChange(){
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if (nextPauseChangeTime > elapsedTime) {
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isPaused = !isPaused;
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SetNewPauseChangeTime();
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}
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if (nextSpeedChangeTime > elapsedTime) {
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currentSpeed = Random.Range(speedRange.value.x, speedRange.value.y);
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SetNewSpeedChangeTime();
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}
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if (nextDirectionChangeTime > elapsedTime) {
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currentStrafeDirection = (StrafeDirection)Random.Range(0, 3);
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SetNewDirectionChangeTime();
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}
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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2
Assets/Scripts/Units/Graph Tasks/CircleTarget.cs.meta
Normal file
2
Assets/Scripts/Units/Graph Tasks/CircleTarget.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 9f9afac70b34c5e44b747e86f7491aa3
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