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51 行
1.3 KiB
51 行
1.3 KiB
using UnityEngine;
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using UnityEngine.AI;
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using UOP1.StateMachine;
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using UOP1.StateMachine.ScriptableObjects;
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[CreateAssetMenu(fileName = "ChasingTargetAction", menuName = "State Machines/Actions/Chasing Target Action")]
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public class ChasingTargetActionSO : StateActionSO
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{
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[Tooltip("Target transform anchor.")]
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[SerializeField] private TransformAnchor _targetTransform = default;
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[Tooltip("NPC chasing speed")]
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[SerializeField] private float _chasingSpeed = default;
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public Vector3 TargetPosition => _targetTransform.Transform.position;
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public float ChasingSpeed => _chasingSpeed;
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protected override StateAction CreateAction() => new ChasingTargetAction();
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}
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public class ChasingTargetAction : StateAction
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{
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private Critter _critter;
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private ChasingTargetActionSO _config;
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private NavMeshAgent _agent;
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private bool _isActiveAgent;
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public override void Awake(StateMachine stateMachine)
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{
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_config = (ChasingTargetActionSO)OriginSO;
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_agent = stateMachine.gameObject.GetComponent<NavMeshAgent>();
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_isActiveAgent = _agent != null && _agent.isActiveAndEnabled && _agent.isOnNavMesh;
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}
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public override void OnUpdate()
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{
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if (_isActiveAgent)
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{
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_agent.isStopped = false;
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_agent.SetDestination(_config.TargetPosition);
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}
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}
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public override void OnStateEnter()
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{
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if (_isActiveAgent)
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{
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_agent.speed = _config.ChasingSpeed;
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}
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}
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}
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