using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Movement { [TaskDescription("Find a place to hide and move to it using the Unity NavMesh.")] [HelpURLAttribute("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=8")] [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}CoverIcon.png")] [TaskCategory("Movement")] public class Cover : NavMeshMovement { [Tooltip("The distance to search for cover")] public SharedFloat maxCoverDistance = 1000f; [Tooltip("The layermask of the available cover positions")] public LayerMask availableLayerCovers; [Tooltip("The maximum number of raycasts that should be fired before the agent gives up looking for an agent to find cover behind")] public SharedInt maxRaycasts = 100; [Tooltip("How large the step should be between raycasts")] public SharedFloat rayStep = 1f; [Tooltip("Once a cover point has been found, multiply this offset by the normal to prevent the agent from hugging the wall")] public SharedFloat coverOffset = 2f; [Tooltip("Should the agent look at the cover point after it has arrived?")] public SharedBool lookAtCoverPoint = false; [Tooltip("The agent is done rotating to the cover point when the square magnitude is less than this value")] public SharedFloat rotationEpsilon = 0.5f; [Tooltip("Max rotation delta if lookAtCoverPoint")] public SharedFloat maxLookAtRotationDelta; private Vector3 coverPoint; public override void OnStart() { base.OnStart(); SetDestination(Target()); } public override TaskStatus OnUpdate() { if (HasArrived()) { Quaternion quaternion = Quaternion.LookRotation(coverPoint - transform.position); if (!lookAtCoverPoint.Value || Quaternion.Angle(transform.rotation, quaternion) < rotationEpsilon.Value) { return TaskStatus.Success; } transform.rotation = Quaternion.RotateTowards(transform.rotation, quaternion, maxLookAtRotationDelta.Value); } return TaskStatus.Running; } private Vector3 Target() { int i = 0; Vector3 direction = transform.forward; float num = 0f; for (; i < maxRaycasts.Value; i++) { Ray ray = new Ray(transform.position, direction); RaycastHit hitInfo; if (Physics.Raycast(ray, out hitInfo, maxCoverDistance.Value, availableLayerCovers) && hitInfo.collider.Raycast(new Ray(hitInfo.point - hitInfo.normal * maxCoverDistance.Value, hitInfo.normal), out hitInfo, float.PositiveInfinity)) { coverPoint = hitInfo.point; return hitInfo.point + hitInfo.normal * coverOffset.Value; } num += rayStep.Value; direction = Quaternion.Euler(0f, transform.eulerAngles.y + num, 0f) * Vector3.forward; } return Vector3.zero; } public override void OnReset() { base.OnStart(); maxCoverDistance = 1000f; maxRaycasts = 100; rayStep = 1f; coverOffset = 2f; lookAtCoverPoint = false; rotationEpsilon = 0.5f; } } }