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68 行
2.1 KiB
68 行
2.1 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 = "RoamingAroundSpawningPositionAction", menuName = "State Machines/Actions/Roaming Around Spawning Position Action")]
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public class RoamingAroundSpawningPositionActionSO : StateActionSO
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{
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[Tooltip("NPC roaming speed.")]
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[SerializeField] private float _roamingSpeed = default;
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[Tooltip("How far the NPC can roam around its spawning point.")]
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[SerializeField] private float _roamingDistance = default;
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public float RoamingSpeed => _roamingSpeed;
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public float RoamingDistance => _roamingDistance;
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protected override StateAction CreateAction() => new RoamingAroundSpawningPositionAction();
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}
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public class RoamingAroundSpawningPositionAction : StateAction
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{
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private NavMeshAgent _agent;
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private bool _isActiveAgent;
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private Vector3 _startPosition;
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private float _roamingSpeed;
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private float _roamingDistance;
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private Vector3 _roamingTargetPosition;
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public override void Awake(StateMachine stateMachine)
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{
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RoamingAroundSpawningPositionActionSO config = (RoamingAroundSpawningPositionActionSO)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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_startPosition = stateMachine.gameObject.transform.position;
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_roamingSpeed = config.RoamingSpeed;
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_roamingDistance = config.RoamingDistance;
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}
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public override void OnUpdate()
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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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_roamingTargetPosition = GetRoamingPositionAroundPosition(_startPosition);
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_agent.speed = _roamingSpeed;
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_agent.isStopped = false;
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_agent.SetDestination(_roamingTargetPosition);
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}
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}
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public override void OnStateExit()
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{
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}
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// Compute a random target position around the starting position.
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private Vector3 GetRoamingPositionAroundPosition(Vector3 position)
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{
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return position + new Vector3(Random.Range(-1, 1), 0.0f, Random.Range(-1, 1)).normalized * Random.Range(_roamingDistance / 2, _roamingDistance);
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}
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}
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