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76 行
2.6 KiB
76 行
2.6 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using MLAPI;
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namespace BossRoom.Server
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{
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public class ChaseAction : Action
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{
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private NetworkedObject m_Target;
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private ServerCharacterMovement m_Movement;
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private Vector3 m_CurrentTargetPos;
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public ChaseAction(ServerCharacter parent, ref ActionRequestData data, int level) : base(parent, ref data, level)
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{
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}
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/// <summary>
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/// Called when the Action starts actually playing (which may be after it is created, because of queueing).
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/// </summary>
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/// <returns>false if the action decided it doesn't want to run after all, true otherwise. </returns>
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public override bool Start()
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{
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if(m_Data.TargetIds == null || m_Data.TargetIds.Length == 0 || !MLAPI.Spawning.SpawnManager.SpawnedObjects.ContainsKey(m_Data.TargetIds[0]) )
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{
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Debug.Log("Failed to start ChaseAction. The target entity wasn't submitted or doesn't exist anymore" );
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return false;
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}
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m_Target = MLAPI.Spawning.SpawnManager.SpawnedObjects[m_Data.TargetIds[0]];
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m_Movement = m_Parent.GetComponent<ServerCharacterMovement>();
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m_Movement.SetMovementTarget(m_Target.transform.position);
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m_CurrentTargetPos = m_Target.transform.position;
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return true;
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}
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/// <summary>
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/// Called each frame while the action is running.
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/// </summary>
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/// <returns>true to keep running, false to stop. The Action will stop by default when its duration expires, if it has a duration set. </returns>
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public override bool Update()
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{
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float dist_to_target = (m_Parent.transform.position - m_Target.transform.position).magnitude;
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if( m_Data.Amount > dist_to_target )
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{
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//we made it! we're done.
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Cancel();
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return false;
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}
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float target_moved = (m_Target.transform.position - m_CurrentTargetPos).magnitude;
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if( m_Data.Amount < target_moved )
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{
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//target has moved past our range tolerance. Must repath.
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this.m_Movement.SetMovementTarget(m_Target.transform.position);
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m_CurrentTargetPos = m_Target.transform.position;
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}
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return true;
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}
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public override void Cancel()
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{
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if( m_Movement != null )
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{
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m_Movement.CancelMove();
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}
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}
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}
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}
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