added: player dies if not picked up in time

This commit is contained in:
Chris
2025-10-20 21:23:07 -04:00
parent 0bb10a8f46
commit bd97b3eeb5
5 changed files with 84 additions and 34 deletions

View File

@@ -0,0 +1,50 @@
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace Reset.Units {
[Category("Reset")]
[Description("Moves a unit and calls the appropropriate RPC to move the unit on the owner")]
public class MoveUnit : ActionTask<Unit>{
protected override string info{
get => $"Move Unit to <b>{position.value}</b>";
}
public BBParameter<Vector3> position;
//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() {
if (agent.UnitIsLocal()) {
agent.SetNewPosition(position.value);
} else {
agent.SetNewPositionRpc(position.value);
}
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() {
}
}
}