68 lines
2.2 KiB
C#
68 lines
2.2 KiB
C#
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Movement
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{
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[TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}EvadeIcon.png")]
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[TaskCategory("Movement")]
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[HelpURLAttribute("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=6")]
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[TaskDescription("Evade the target specified using the Unity NavMesh.")]
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public class Evade : NavMeshMovement
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{
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[Tooltip("The agent has evaded when the magnitude is greater than this value")]
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public SharedFloat evadeDistance = 10f;
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[Tooltip("The distance to look ahead when evading")]
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public SharedFloat lookAheadDistance = 5f;
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[Tooltip("How far to predict the distance ahead of the target. Lower values indicate less distance should be predicated")]
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public SharedFloat targetDistPrediction = 20f;
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[Tooltip("Multiplier for predicting the look ahead distance")]
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public SharedFloat targetDistPredictionMult = 20f;
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[Tooltip("The GameObject that the agent is evading")]
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public SharedGameObject target;
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private Vector3 targetPosition;
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public override void OnStart()
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{
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base.OnStart();
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targetPosition = target.Value.transform.position;
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SetDestination(Target());
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}
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public override TaskStatus OnUpdate()
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{
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if (Vector3.Magnitude(transform.position - target.Value.transform.position) > evadeDistance.Value)
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{
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return TaskStatus.Success;
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}
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SetDestination(Target());
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return TaskStatus.Running;
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}
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private Vector3 Target()
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{
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float magnitude = (target.Value.transform.position - transform.position).magnitude;
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float magnitude2 = Velocity().magnitude;
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float num = 0f;
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num = ((!(magnitude2 <= magnitude / targetDistPrediction.Value)) ? (magnitude / magnitude2 * targetDistPredictionMult.Value) : targetDistPrediction.Value);
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Vector3 vector = targetPosition;
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targetPosition = target.Value.transform.position;
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Vector3 vector2 = targetPosition + (targetPosition - vector) * num;
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return transform.position + (transform.position - vector2).normalized * lookAheadDistance.Value;
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}
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public override void OnReset()
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{
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base.OnReset();
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evadeDistance = 10f;
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lookAheadDistance = 5f;
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targetDistPrediction = 20f;
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targetDistPredictionMult = 20f;
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target = null;
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}
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}
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}
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