using NodeCanvas.Framework; using ParadoxNotion.Design; using Pathfinding; using UnityEngine; namespace Reset.Units { [Category("Reset/Units")] [Description("Set a new path towards a provided target")] public class SetNewPathfindingPath : ActionTask{ public BBParameter target; public bool useTimer; public BBParameter timeToRepath; //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() { if (target.isNoneOrNull) { Debug.Log($"There is no target set for {agent.name} to pathfind to.", agent.gameObject); return $"There is no target set for {agent.name} to pathfind to."; } 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() { agent.seeker.StartPath(agent.transform.position, target.value.transform.position, OnPathComplete); if (useTimer) { return; } EndAction(true); } public void OnPathComplete(Path p){ if (!p.error) { agent.AssignNewPath(p); } } //Called once per frame while the action is active. protected override void OnUpdate() { if (useTimer && elapsedTime > timeToRepath.value) { agent.seeker.StartPath(agent.transform.position, target.value.transform.position, OnPathComplete); EndAction(); } } //Called when the task is disabled. protected override void OnStop() { } //Called when the task is paused. protected override void OnPause() { } } }