Files
2024-11-20 15:21:28 +01:00

82 lines
1.8 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2014. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.NavMeshAgent)]
[Tooltip("Warps agent to the provided position. Send events base on result: Returns true if successful, otherwise returns false \n" +
"NOTE: The Game Object must have a NavMeshAgent component attached.")]
public class AgentWarp : FsmStateAction
{
[RequiredField]
[Tooltip("The Game Object to work with. NOTE: The Game Object must have a NavMeshAgent component attached.")]
[CheckForComponent(typeof(UnityEngine.AI.NavMeshAgent))]
public FsmOwnerDefault gameObject;
[Tooltip("New position to warp the agent to.")]
public FsmVector3 newPosition;
[ActionSection("Result")]
[Tooltip("True if successful, otherwise returns false")]
[UIHint(UIHint.Variable)]
public FsmBool success;
[Tooltip("Trigger this event Warp to new position is successful")]
public FsmEvent successEvent;
[Tooltip("Trigger this event when Warp to new position failed")]
public FsmEvent failureEvent;
private UnityEngine.AI.NavMeshAgent _agent;
private void _getAgent()
{
GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);
if (go == null)
{
return;
}
_agent = go.GetComponent<UnityEngine.AI.NavMeshAgent>();
}
public override void Reset()
{
gameObject = null;
newPosition = null;
success = null;
successEvent= null;
failureEvent = null;
}
public override void OnEnter()
{
_getAgent();
DoWarp();
Finish();
}
void DoWarp()
{
if (_agent == null)
{
return;
}
bool ok =_agent.Warp(newPosition.Value);
success.Value = ok;
if (ok)
{
Fsm.Event(successEvent);
}else{
Fsm.Event(failureEvent);
}
}
}
}