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

59 lines
1.7 KiB
C#

using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Movement
{
[HelpURLAttribute("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=5")]
[TaskCategory("Movement")]
[TaskDescription("Pursue the target specified using the Unity NavMesh.")]
[TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}PursueIcon.png")]
public class Pursue : NavMeshMovement
{
[Tooltip("How far to predict the distance ahead of the target. Lower values indicate less distance should be predicated")]
public SharedFloat targetDistPrediction = 20f;
[Tooltip("Multiplier for predicting the look ahead distance")]
public SharedFloat targetDistPredictionMult = 20f;
[Tooltip("The GameObject that the agent is pursuing")]
public SharedGameObject target;
private Vector3 targetPosition;
public override void OnStart()
{
base.OnStart();
targetPosition = target.Value.transform.position;
SetDestination(Target());
}
public override TaskStatus OnUpdate()
{
if (HasArrived())
{
return TaskStatus.Success;
}
SetDestination(Target());
return TaskStatus.Running;
}
private Vector3 Target()
{
float magnitude = (target.Value.transform.position - transform.position).magnitude;
float magnitude2 = Velocity().magnitude;
float num = 0f;
num = ((!(magnitude2 <= magnitude / targetDistPrediction.Value)) ? (magnitude / magnitude2 * targetDistPredictionMult.Value) : targetDistPrediction.Value);
Vector3 vector = targetPosition;
targetPosition = target.Value.transform.position;
return targetPosition + (targetPosition - vector) * num;
}
public override void OnReset()
{
base.OnReset();
targetDistPrediction = 20f;
targetDistPredictionMult = 20f;
target = null;
}
}
}