using NodeCanvas.Framework; using ParadoxNotion.Design; using Pathfinding; using UnityEngine; namespace Reset.Units { [Category("Reset/Pathfinding")] [Description("Set the agent's current path to a wandering path.")] public class SetWanderingPath : ActionTask { //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(){ Enemy thisEnemy = agent.Unit as Enemy; Vector3 pathTargetPos = agent.transform.position; if (thisEnemy.relatedSpawner) { pathTargetPos = thisEnemy.relatedSpawner.transform.position; } Vector3 randomizedDestination = new Vector3( Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius), 0f, Random.Range(-thisEnemy.relatedSpawner.radius, thisEnemy.relatedSpawner.radius) ); pathTargetPos += randomizedDestination; agent.seeker.StartPath(agent.transform.position, pathTargetPos, OnPathComplete); 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() { } //Called when the task is disabled. protected override void OnStop() { } //Called when the task is paused. protected override void OnPause() { } } }