added: new tasks for interactions with units
This commit is contained in:
49
Assets/Scripts/Core/Graph Tasks/IsInteractable.cs
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49
Assets/Scripts/Core/Graph Tasks/IsInteractable.cs
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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 Reset.Core {
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[Category("Reset")]
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[Description("Checks if the object has IInteractable and if the interactable object is available for use.")]
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public class IsInteractable : ConditionTask{
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public BBParameter<GameObject> target;
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protected override string info{
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get{
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// string agentName = agent == null ? agentType.ToString() : target.ToString();
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return $"<b>{target.ToString()}</b> is interactable";
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}
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}
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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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return null;
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}
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//Called whenever the condition gets enabled.
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protected override void OnEnable() {
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}
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//Called whenever the condition gets disabled.
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protected override void OnDisable() {
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}
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//Called once per frame while the condition is active.
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//Return whether the condition is success or failure.
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protected override bool OnCheck(){
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IInteractable interactable = agent.GetComponent<IInteractable>();
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if (interactable == null) {
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return false;
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}
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return interactable.CanInteract();
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}
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}
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}
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2
Assets/Scripts/Core/Graph Tasks/IsInteractable.cs.meta
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2
Assets/Scripts/Core/Graph Tasks/IsInteractable.cs.meta
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fileFormatVersion: 2
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guid: 05ba64cebc9dea24daaf3f204b387610
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49
Assets/Scripts/Core/Graph Tasks/SendAnimationTrigger.cs
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49
Assets/Scripts/Core/Graph Tasks/SendAnimationTrigger.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 Unity.Netcode;
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using Unity.Netcode.Components;
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using UnityEngine;
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namespace Reset.Core {
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[Category("Reset")]
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[Description("Sends an animation trigger with network sync to networked objects")]
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public class SendAnimationTrigger : ActionTask<NetworkAnimator>{
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public BBParameter<string> trigger;
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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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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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try {
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agent.SetTrigger("trigger");
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} catch (Exception e) {
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Debug.LogError($"Did not set Network Animator trigger <i>{trigger.name}</i> on <b>{(agent == null ? null : agent.name)}</b>: {e.Message}");
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}
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EndAction(true);
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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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}
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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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fileFormatVersion: 2
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guid: 02e8360f34e218546b718ebe401dd5b6
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66
Assets/Scripts/Core/Graph Tasks/SendEventToUnit.cs
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66
Assets/Scripts/Core/Graph Tasks/SendEventToUnit.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 Unity.Netcode;
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using UnityEngine;
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namespace Reset.Units {
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[Category("Reset")]
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[Description("Send a string as an event to another unit. Works online as well")]
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public class SendEventToUnit : ActionTask<Unit>{
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public BBParameter<GameObject> target;
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public string eventToSend;
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protected override string info{
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get{
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return $"Send event <b>{eventToSend}</b> to <b>{target}</b>";
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}
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}
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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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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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EndAction(true);
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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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try {
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if (target.value.GetComponent<Unit>().UnitIsNetworked()) {
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ulong targetID = (target.value.GetComponent<NetworkObject>()).NetworkObjectId;
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SendEventRpc(agent.RpcTarget.Single(targetID, RpcTargetUse.Temp));
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} else {
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target.value.GetComponent<GraphOwner>().SendEvent("eventToSend");
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}
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} catch (Exception e) {
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Debug.LogError($"Failed to send event {eventToSend} to {target}: {e.Message}");
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}
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}
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[Rpc(SendTo.SpecifiedInParams)]
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void SendEventRpc(RpcParams rpcParams = default){
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target.value.GetComponent<GraphOwner>().SendEvent("eventToSend");
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Debug.Log("");
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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/Core/Graph Tasks/SendEventToUnit.cs.meta
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2
Assets/Scripts/Core/Graph Tasks/SendEventToUnit.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f8c4b6409f7727e4fa7a6cec09d42751
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