Files
2026-02-21 16:45:37 +08:00

60 lines
1.9 KiB
C#

using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Movement
{
[HelpURLAttribute("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=1")]
[TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}MoveTowardsIcon.png")]
[TaskCategory("Movement")]
[TaskDescription("Move towards the specified position. The position can either be specified by a transform or position. If the transform is used then the position will not be used.")]
public class MoveTowards : Action
{
[Tooltip("The speed of the agent")]
public SharedFloat speed;
[Tooltip("The agent has arrived when the magnitude is less than this value")]
public SharedFloat arriveDistance = 0.1f;
[Tooltip("Should the agent be looking at the target position?")]
public SharedBool lookAtTarget = true;
[Tooltip("Max rotation delta if lookAtTarget is enabled")]
public SharedFloat maxLookAtRotationDelta;
[Tooltip("The GameObject that the agent is moving towards")]
public SharedGameObject target;
[Tooltip("If target is null then use the target position")]
public SharedVector3 targetPosition;
public override TaskStatus OnUpdate()
{
Vector3 vector = Target();
if (Vector3.Magnitude(transform.position - vector) < arriveDistance.Value)
{
return TaskStatus.Success;
}
transform.position = Vector3.MoveTowards(transform.position, vector, speed.Value * Time.deltaTime);
if (lookAtTarget.Value)
{
transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(vector - transform.position), maxLookAtRotationDelta.Value);
}
return TaskStatus.Running;
}
private Vector3 Target()
{
if (target == null || target.Value == null)
{
return targetPosition.Value;
}
return target.Value.transform.position;
}
public override void OnReset()
{
arriveDistance = 0.1f;
lookAtTarget = true;
}
}
}