added: new task script for allowing units to circle a target. Added to agent.

This commit is contained in:
Chris
2025-12-02 17:36:34 -05:00
parent 8919a69e50
commit 30509b3714
3 changed files with 173 additions and 4 deletions

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@@ -12,10 +12,13 @@ MonoBehaviour:
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@@ -25,7 +28,7 @@ MonoBehaviour:
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@@ -0,0 +1,164 @@
using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Sirenix.Utilities;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Reset.Units {
[Category("Reset/Units")]
[Description("Gives the unit a new direction that causes them to circle the target.")]
public class CircleTarget : ActionTask<UnitMovementHandler>{
enum StrafeDirection{
Forward = 0, Backwards, Left, Right
}
// References
private IUnitTargetProvider targetProvider;
// Pause settings
[Description("How long will this unit wait to stop moving and pause")]
public BBParameter<Vector2> pauseIntervalRange;
[Description("How long this unit will within paused movement")]
public BBParameter<Vector2> unpauseIntervalRange;
// Speed settings
public BBParameter<Vector2> speedRange;
[Description("How long this unit will wait before switching movement speed")]
public BBParameter<Vector2> speedChangeIntervalRange;
[SliderField(0, 1)]
public BBParameter<float> speedSmoothing;
// Strafe direction settings
[Description("How long this unit will wait before switching strafe direction")]
public BBParameter<Vector2> strafeDirectionChangeInterval;
[SliderField(0, 1)]
public BBParameter<float> directionSmoothing;
// Pause state management
private bool isPaused;
private float lastPauseEnterTime;
private float lastPauseExitTime;
private float pauseChangeTimeElapsed;
private float nextPauseChangeTime;
// Direct state management
private float lastDirectionChangeTime;
private float directionChangeTimeElapsed;
private StrafeDirection currentStrafeDirection;
private float nextDirectionChangeTime;
// Speed state management
private float lastSpeedChangeTime;
private float speedChangeTimeElapsed;
private float currentSpeed;
private float nextSpeedChangeTime;
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
if (pauseIntervalRange.value == Vector2.zero){ Debug.LogError($"Please set a setting for pause intervals on {agent.name}", agent.gameObject);}
if (unpauseIntervalRange.value == Vector2.zero){ Debug.LogError($"Please set a setting for unpause intervals on {agent.name}", agent.gameObject);}
if (speedRange.value == Vector2.zero){ Debug.LogError($"Please set a setting for speed range on {agent.name}", agent.gameObject);}
if (speedChangeIntervalRange.value == Vector2.zero){ Debug.LogError($"Please set a setting for speed change intervals on {agent.name}", agent.gameObject);}
if (strafeDirectionChangeInterval.value == Vector2.zero){ Debug.LogError($"Please set a setting for strafe direction change intervals on {agent.name}", agent.gameObject);}
// Get reference to target provider
targetProvider = agent.gameObject.GetComponent<IUnitTargetProvider>();
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute(){
// Reset timers
lastPauseEnterTime = 0f;
lastPauseExitTime = 0f;
pauseChangeTimeElapsed = 0f;
lastDirectionChangeTime = 0f;
directionChangeTimeElapsed = 0f;
// Initialize with direction
currentStrafeDirection = (StrafeDirection)Random.Range(0, 3);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
// Set a new direction
agent.SetNewDirection(GetVector3Direction().ToVector2(), directionSmoothing.value, true);
// Set paused or set new speed if unpaused
if (isPaused) {
agent.SetNewSpeed(0f, speedSmoothing.value, true);
} else {
agent.SetNewSpeed(currentSpeed, speedSmoothing.value, true);
}
// Check the timers
CheckForChange();
}
// Method to quickly transform a strafe direction into a Vector3
Vector3 GetVector3Direction(){
switch (currentStrafeDirection) {
case StrafeDirection.Forward:
return agent.transform.position.DirectionTo(targetProvider.UnitTarget.transform.position);
case StrafeDirection.Backwards:
return -agent.transform.position.DirectionTo(targetProvider.UnitTarget.transform.position);
case StrafeDirection.Left:
return Quaternion.AngleAxis(-90f, Vector3.up) * agent.transform.position.DirectionTo(targetProvider.UnitTarget.transform.position);
case StrafeDirection.Right:
return Quaternion.AngleAxis(90f, Vector3.up) * agent.transform.position.DirectionTo(targetProvider.UnitTarget.transform.position);
default:
return Vector3.zero;
}
}
void SetNewPauseChangeTime(){
if (isPaused) {
nextPauseChangeTime = elapsedTime + Random.Range(unpauseIntervalRange.value.x, unpauseIntervalRange.value.y);
} else {
nextPauseChangeTime = elapsedTime + Random.Range(pauseIntervalRange.value.x, pauseIntervalRange.value.y);
}
}
void SetNewSpeedChangeTime(){
nextSpeedChangeTime = elapsedTime + Random.Range(speedChangeIntervalRange.value.x, speedChangeIntervalRange.value.y);
}
void SetNewDirectionChangeTime(){
nextDirectionChangeTime = elapsedTime + Random.Range(strafeDirectionChangeInterval.value.x, strafeDirectionChangeInterval.value.y);
}
void CheckForChange(){
if (nextPauseChangeTime > elapsedTime) {
isPaused = !isPaused;
SetNewPauseChangeTime();
}
if (nextSpeedChangeTime > elapsedTime) {
currentSpeed = Random.Range(speedRange.value.x, speedRange.value.y);
SetNewSpeedChangeTime();
}
if (nextDirectionChangeTime > elapsedTime) {
currentStrafeDirection = (StrafeDirection)Random.Range(0, 3);
SetNewDirectionChangeTime();
}
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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@@ -0,0 +1,2 @@
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