Files

52 lines
1.9 KiB
C#

using System.Collections.Generic;
namespace Invector.vCharacterController.AI.FSMBehaviour
{
#if UNITY_EDITOR
[vFSMHelpbox("Requires a AINoiseListener attached to your AI Controller - Use it to make the AI go to the Noise position", UnityEditor.MessageType.Info)]
#endif
public class vGoToNoisePosition : vStateAction
{
public bool findNewNoise = false;
public bool specificType;
[vHideInInspector("findNewNoise;specificType")]
public List<string> noiseTypes;
public bool lookToNoisePosition = true;
public override string categoryName
{
get { return "Movement/Noise/"; }
}
public override string defaultName
{
get { return "Go To Noise Position"; }
}
public vAIMovementSpeed speed = vAIMovementSpeed.Walking;
public override void DoAction(vIFSMBehaviourController fsmBehaviour, vFSMComponentExecutionType executionType = vFSMComponentExecutionType.OnStateUpdate)
{
if (fsmBehaviour.aiController != null)
{
if (fsmBehaviour.aiController.HasComponent<vAINoiseListener>())
{
var noiseListener = fsmBehaviour.aiController.GetAIComponent<vAINoiseListener>();
vNoise noise = null;
if (findNewNoise)
{
if (specificType) noise = noiseListener.GetNearNoiseByTypes(noiseTypes);
else noise = noiseListener.GetNearNoise();
}
else noise = noiseListener.LastListenedNoise;
if (noise != null)
{
fsmBehaviour.aiController.MoveTo(noise.position,speed);
if (lookToNoisePosition) fsmBehaviour.aiController.LookTo(noise.position, offsetLookHeight: 0);
}
}
}
}
}
}