changed: more tasks and states for changing pathfinding
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48
Assets/Scripts/Units/Graph Tasks/SetNewPathfindingPath.cs
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48
Assets/Scripts/Units/Graph Tasks/SetNewPathfindingPath.cs
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using Pathfinding;
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namespace Reset.Units {
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[Category("Reset/Units")]
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[Description("Set a new path towards a provided target")]
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public class SetNewPathfindingPath : ActionTask<UnitPathfinding> {
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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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agent.seeker.StartPath(agent.transform.position, agent.GetComponent<IUnitTargetProvider>().UnitTarget.transform.position, OnPathComplete);
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EndAction(true);
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}
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public void OnPathComplete(Path p){
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if (!p.error) {
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agent.AssignNewPath(p);
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}
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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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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 71ce4953752dde3449673b8931aefc00
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41
Assets/Scripts/Units/Graph Tasks/TogglePathfinding.cs
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41
Assets/Scripts/Units/Graph Tasks/TogglePathfinding.cs
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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namespace Reset.Units {
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[Category("Reset/Units")]
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[Description("Set whether this unit can use pathfinding or not.")]
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public class TogglePathfinding : ActionTask<UnitPathfinding>{
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public BBParameter<bool> value;
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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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agent.pathfindingEnabled = value.value;
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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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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: e7bebfffaed94604db733c72cde6be7d
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@@ -12,6 +12,8 @@ namespace Reset.Units{
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public class UnitPathfinding : UnitComponent, IUnitDirectionProvider{
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public Vector2 Direction{ get; set; }
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public bool pathfindingEnabled;
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public Seeker seeker;
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public float nextWaypointDistance = 3;
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