|
|
|
|
|
|
using UnityEngine; |
|
|
|
using UnityEngine.AI; |
|
|
|
using UOP1.StateMachine; |
|
|
|
using UOP1.StateMachine.ScriptableObjects; |
|
|
|
|
|
|
|
|
|
|
|
[CreateAssetMenu(fileName = "HasReachedRoamingDestination", menuName = "State Machines/Conditions/Has Reached Waypoint")] |
|
|
|
public class HasReachedWaypointSO : StateConditionSO |
|
|
|
{ |
|
|
|
protected override Condition CreateCondition() => new HasReachedWaypoint(); |
|
|
|
} |
|
|
|
|
|
|
|
public class HasReachedWaypoint : Condition |
|
|
|
{ |
|
|
|
private NavMeshAgent _agent; |
|
|
|
|
|
|
|
public override void Awake(StateMachine stateMachine) |
|
|
|
{ |
|
|
|
_agent = stateMachine.gameObject.GetComponent<NavMeshAgent>(); |
|
|
|
} |
|
|
|
|
|
|
|
protected override bool Statement() |
|
|
|
{ |
|
|
|
if (!_agent.pathPending) |
|
|
|
{ |
|
|
|
//set the stop distance to 0.1 if it is set to 0 in the inspector
|
|
|
|
if (_agent.stoppingDistance == 0) _agent.stoppingDistance = 0.1f; |
|
|
|
if (_agent.remainingDistance <= _agent.stoppingDistance) |
|
|
|
{ |
|
|
|
if (!_agent.hasPath || _agent.velocity.sqrMagnitude == 0f) |
|
|
|
{ |
|
|
|
return true; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
return false; |
|
|
|
} |
|
|
|
} |