added: new tasks for interactions with units

This commit is contained in:
Chris
2025-10-20 13:45:23 -04:00
parent 0240f677c4
commit 77fcd2059a
6 changed files with 170 additions and 0 deletions

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using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Core {
[Category("Reset")]
[Description("Checks if the object has IInteractable and if the interactable object is available for use.")]
public class IsInteractable : ConditionTask{
public BBParameter<GameObject> target;
protected override string info{
get{
// string agentName = agent == null ? agentType.ToString() : target.ToString();
return $"<b>{target.ToString()}</b> is interactable";
}
}
//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(){
return null;
}
//Called whenever the condition gets enabled.
protected override void OnEnable() {
}
//Called whenever the condition gets disabled.
protected override void OnDisable() {
}
//Called once per frame while the condition is active.
//Return whether the condition is success or failure.
protected override bool OnCheck(){
IInteractable interactable = agent.GetComponent<IInteractable>();
if (interactable == null) {
return false;
}
return interactable.CanInteract();
}
}
}

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using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Unity.Netcode;
using Unity.Netcode.Components;
using UnityEngine;
namespace Reset.Core {
[Category("Reset")]
[Description("Sends an animation trigger with network sync to networked objects")]
public class SendAnimationTrigger : ActionTask<NetworkAnimator>{
public BBParameter<string> trigger;
//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() {
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(){
try {
agent.SetTrigger("trigger");
} catch (Exception e) {
Debug.LogError($"Did not set Network Animator trigger <i>{trigger.name}</i> on <b>{(agent == null ? null : agent.name)}</b>: {e.Message}");
}
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate() {
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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using System;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using Unity.Netcode;
using UnityEngine;
namespace Reset.Units {
[Category("Reset")]
[Description("Send a string as an event to another unit. Works online as well")]
public class SendEventToUnit : ActionTask<Unit>{
public BBParameter<GameObject> target;
public string eventToSend;
protected override string info{
get{
return $"Send event <b>{eventToSend}</b> to <b>{target}</b>";
}
}
//Use for initialization. This is called only once in the lifetime of the task.
//Return null if init was successfull. Return an error string otherwise
protected override string OnInit() {
return null;
}
//This is called once each time the task is enabled.
//Call EndAction() to mark the action as finished, either in success or failure.
//EndAction can be called from anywhere.
protected override void OnExecute() {
EndAction(true);
}
//Called once per frame while the action is active.
protected override void OnUpdate(){
try {
if (target.value.GetComponent<Unit>().UnitIsNetworked()) {
ulong targetID = (target.value.GetComponent<NetworkObject>()).NetworkObjectId;
SendEventRpc(agent.RpcTarget.Single(targetID, RpcTargetUse.Temp));
} else {
target.value.GetComponent<GraphOwner>().SendEvent("eventToSend");
}
} catch (Exception e) {
Debug.LogError($"Failed to send event {eventToSend} to {target}: {e.Message}");
}
}
[Rpc(SendTo.SpecifiedInParams)]
void SendEventRpc(RpcParams rpcParams = default){
target.value.GetComponent<GraphOwner>().SendEvent("eventToSend");
Debug.Log("");
}
//Called when the task is disabled.
protected override void OnStop() {
}
//Called when the task is paused.
protected override void OnPause() {
}
}
}

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