65 lines
1.7 KiB
C#
65 lines
1.7 KiB
C#
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/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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public BBParameter<GameObject> target;
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public bool useTimer;
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public BBParameter<float> timeToRepath;
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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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if (target.isNoneOrNull) {
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Debug.Log($"There is no target set for {agent.name} to pathfind to.", agent.gameObject);
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return $"There is no target set for {agent.name} to pathfind to.";
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}
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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, target.value.transform.position, OnPathComplete);
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if (useTimer) {
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return;
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}
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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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if (useTimer && elapsedTime > timeToRepath.value) {
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agent.seeker.StartPath(agent.transform.position, target.value.transform.position, OnPathComplete);
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EndAction();
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}
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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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} |