ActionSeekTarget.cs 5.1 KB

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  1. using BehaviorDesigner.Runtime.Tasks.EnemyAI;
  2. using UnityEngine;
  3. using UnityEngine.AI;
  4. namespace BehaviorDesigner.Runtime.Tasks.Movement
  5. {
  6. [TaskDescription("追寻目标.")]
  7. [TaskCategory("YLSJ")]
  8. [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/Movement/documentation.php?id=9")]
  9. [TaskIcon("Assets/Behavior Designer Movement/Editor/Icons/{SkinColor}WanderIcon.png")]
  10. public class ActionSeekTarget : NavMeshMovementBase
  11. {
  12. [Tooltip("追寻的目标")]
  13. public SharedTransform target;
  14. [Tooltip("追寻成功的距离")]
  15. public SharedFloat seekSuccessDistance = 2;
  16. [Tooltip("追寻失败的距离(不能超过观察范围,否则永远不会追寻目标)")]
  17. public SharedFloat seekFailDistance = 7;
  18. [Tooltip("偏移(误差)")]
  19. public SharedFloat seekOffsetDistance = 0.5f;
  20. [BehaviorDesigner.Runtime.Tasks.Tooltip("攻击射线检测,启用后到达攻击距离会检测中间是否有障碍,有障碍则继续寻路")]
  21. public bool attackRayCheck = false;
  22. /// <summary>
  23. /// 出生地的警戒范围 (从出生地算,超出这个范围则不再追击目标)
  24. /// </summary>
  25. private float liveAlertDistance = 0;
  26. private BehaviorTree behaviorTree = null;
  27. private Role role = null;
  28. public override void OnAwake()
  29. {
  30. base.OnAwake();
  31. behaviorTree = gameObject.GetComponent<BehaviorTree>();
  32. role = gameObject.GetComponent<Role>();
  33. }
  34. public override void OnStart()
  35. {
  36. liveAlertDistance = (float)behaviorTree.GetVariable("liveAlertDistance").GetValue();
  37. if (m_NavMeshAgent.component.isOnNavMesh)
  38. {
  39. m_NavMeshAgent.component.isStopped = false;
  40. }
  41. //m_NavMeshAgent.component.stoppingDistance = seekSuccessDistance.Value;
  42. base.OnStart();
  43. }
  44. // There is no success or fail state with wander - the agent will just keep wandering
  45. public override TaskStatus OnUpdate()
  46. {
  47. if (target.Value == null)
  48. {
  49. return TaskStatus.Failure;
  50. }
  51. float liveDis = Vector3.Distance(transform.position, role.mLivePos);
  52. // 超出 出生地范围,则不再追击
  53. if (liveDis > liveAlertDistance)
  54. {
  55. // 返回出生地
  56. SetDestination(role.mLivePos);
  57. return TaskStatus.Failure;
  58. }
  59. float dis = Vector3.Distance(m_NavMeshAgent.component.transform.position, target.Value.position);
  60. Vector3 dir = target.Value.position - role.transform.position;
  61. dir.Normalize();
  62. Debug.DrawRay(role.transform.position + Vector3.up + role.transform.right, dir * dis, Color.red);
  63. Debug.DrawRay(role.transform.position + Vector3.up - role.transform.right, dir * dis, Color.red);
  64. if (dis <= seekSuccessDistance.Value && IsObstacle(dis) == false)
  65. {
  66. if (m_NavMeshAgent.component.isOnNavMesh)
  67. {
  68. m_NavMeshAgent.component.ResetPath();
  69. m_NavMeshAgent.component.isStopped = true;
  70. }
  71. return TaskStatus.Success;
  72. }
  73. else if (dis > seekFailDistance.Value + seekOffsetDistance.Value)
  74. {
  75. if (m_NavMeshAgent.component.isOnNavMesh)
  76. {
  77. m_NavMeshAgent.component.ResetPath();
  78. m_NavMeshAgent.component.isStopped = true;
  79. }
  80. return TaskStatus.Failure;
  81. }
  82. SetDestination(target.Value.position);
  83. //// 设置战斗状态
  84. //if (UI_BaseMainWindow.Instance() != null)
  85. //{
  86. // UI_BaseMainWindow.Instance().SetFightingState(true);
  87. //}
  88. return TaskStatus.Running;
  89. }
  90. /// <summary>
  91. /// 是否没有障碍
  92. /// </summary>
  93. /// <returns>true没有障碍 false有障碍</returns>
  94. private bool IsObstacle(float dis)
  95. {
  96. if (attackRayCheck)
  97. {
  98. RaycastHit hit;
  99. Vector3 dir = target.Value.position - role.transform.position;
  100. dir.Normalize();
  101. bool isHit1 = Physics.Raycast(role.transform.position + Vector3.up + role.transform.right, dir, out hit, dis, 1 << LayerMask.NameToLayer("Stop"));
  102. bool isHit2 = Physics.Raycast(role.transform.position + Vector3.up - role.transform.right, dir, out hit, dis, 1 << LayerMask.NameToLayer("Stop"));
  103. if (isHit1 == false && isHit2 == false)
  104. {
  105. return false;
  106. }
  107. else
  108. {
  109. return true;
  110. }
  111. }
  112. else
  113. {
  114. return false;
  115. }
  116. }
  117. public override void OnEnd()
  118. {
  119. base.OnEnd();
  120. }
  121. }
  122. }