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- using UnityEngine;
- using UnityEngine.AI;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent
- {
- [TaskCategory("Unity/NavMeshAgent")]
- [TaskDescription("Gets the stop status. Returns Success.")]
- public class GetIsStopped : Action
- {
- [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
- public SharedGameObject targetGameObject;
- [SharedRequired]
- [Tooltip("The stop status")]
- public SharedBool storeValue;
- // cache the navmeshagent component
- private NavMeshAgent navMeshAgent;
- private GameObject prevGameObject;
- public override void OnStart()
- {
- var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
- if (currentGameObject != prevGameObject) {
- navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();
- prevGameObject = currentGameObject;
- }
- }
- public override TaskStatus OnUpdate()
- {
- if (navMeshAgent == null) {
- Debug.LogWarning("NavMeshAgent is null");
- return TaskStatus.Failure;
- }
-
- storeValue.Value = navMeshAgent.isStopped;
- return TaskStatus.Success;
- }
- public override void OnReset()
- {
- targetGameObject = null;
- storeValue = null;
- }
- }
- }
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