added: enemy target acquisition, better pathfinding, moved combat reference to unit
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35
Assets/Scripts/Units/Graph Tasks/CheckIfSpawnmate.cs
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35
Assets/Scripts/Units/Graph Tasks/CheckIfSpawnmate.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.Units {
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[Category("Reset/Units")]
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[Description("Returns true if this unit is in the same spawn group as the provided value.")]
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public class CheckIfSpawnmate : ConditionTask<Enemy>{
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protected override string info{ get => $"{target} is spawnmate"; }
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public BBParameter<GameObject> target;
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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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return agent.relatedSpawner.enemies.Contains(target.value);
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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: 847ff34f59879c844b597a39884f5fe8
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64
Assets/Scripts/Units/Graph Tasks/SetWanderingPath.cs
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64
Assets/Scripts/Units/Graph Tasks/SetWanderingPath.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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using UnityEngine;
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namespace Reset.Units {
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[Category("Reset/Pathfinding")]
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[Description("Set the agent's current path to a wandering path.")]
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public class SetWanderingPath : 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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Enemy thisEnemy = agent.Unit as Enemy;
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Vector3 pathTargetPos = agent.transform.position;
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if (thisEnemy.relatedSpawner) {
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pathTargetPos = thisEnemy.relatedSpawner.transform.position;
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}
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Vector3 randomizedDestination = new Vector3(
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Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius),
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0f,
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Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius)
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);
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pathTargetPos += randomizedDestination;
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agent.seeker.StartPath(agent.transform.position, pathTargetPos, 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: a8b7661016b47ae4e9137833e7111460
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