12345678910111213141516171819202122232425262728293031323334353637383940414243444546 |
- using UnityEngine;
- using UnityEngine.AI;
- namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent
- {
- [TaskCategory("Unity/NavMeshAgent")]
- [TaskDescription("Sets the maximum acceleration of an agent as it follows a path, given in units / sec^2. Returns Success.")]
- public class SetAcceleration : Action
- {
- [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
- public SharedGameObject targetGameObject;
- [Tooltip("The NavMeshAgent acceleration")]
- public SharedFloat acceleration;
- // 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;
- }
- navMeshAgent.acceleration = acceleration.Value;
- return TaskStatus.Success;
- }
- public override void OnReset()
- {
- targetGameObject = null;
- acceleration = 0;
- }
- }
- }
|