improv: UnitMovementHandler.cs uses IUnitDirectionProvider.cs for direction instead of input direction directly
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74
Assets/Scripts/Units/Enemy/EnemyPathfinding.cs
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74
Assets/Scripts/Units/Enemy/EnemyPathfinding.cs
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using Pathfinding;
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using UnityEngine;
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namespace Reset.Units{
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public class EnemyPathfinding : MonoBehaviour, IUnitDirectionProvider{
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public Vector2 Direction{ get; set; }
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public Transform targetPosition;
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private Seeker seeker;
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public float nextWaypointDistance = 3;
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private int currentWaypoint;
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public Path path;
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public bool reachedEndOfPath;
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public void Start(){
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seeker = GetComponent<Seeker>();
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// If you are writing a 2D game you should remove this line
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// and use the alternative way to move sugggested further below.
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seeker.StartPath(transform.position, targetPosition.position, OnPathComplete);
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}
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public void OnPathComplete(Path p){
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if (!p.error) {
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path = p;
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// Reset the waypoint counter so that we start to move towards the first point in the path
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currentWaypoint = 0;
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}
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}
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public void Update(){
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if (path == null) {
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// We have no path to follow yet, so don't do anything
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return;
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}
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reachedEndOfPath = false;
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// The distance to the next waypoint in the path
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float distanceToWaypoint;
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while (true) {
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// If you want maximum performance you can check the squared distance instead to get rid of a
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// square root calculation. But that is outside the scope of this tutorial.
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distanceToWaypoint = Vector3.Distance(transform.position, path.vectorPath[currentWaypoint]);
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if (distanceToWaypoint < nextWaypointDistance) {
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// Check if there is another waypoint or if we have reached the end of the path
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if (currentWaypoint + 1 < path.vectorPath.Count) {
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currentWaypoint++;
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} else {
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// Set a status variable to indicate that the agent has reached the end of the path.
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// You can use this to trigger some special code if your game requires that.
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reachedEndOfPath = true;
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break;
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}
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} else {
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break;
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}
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}
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// Slow down smoothly upon approaching the end of the path
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// This value will smoothly go from 1 to 0 as the agent approaches the last waypoint in the path.
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var speedFactor = reachedEndOfPath ? Mathf.Sqrt(distanceToWaypoint / nextWaypointDistance) : 1f;
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// Direction to the next waypoint
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// Normalize it so that it has a length of 1 world unit
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Vector3 dirToPoint = (path.vectorPath[currentWaypoint] - transform.position).normalized * speedFactor;
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Direction = dirToPoint.ToVector2();
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}
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}
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}
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