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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AI;
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using Lightbug.CharacterControllerPro.Implementation;
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using Lightbug.Utilities;
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using Lightbug.CharacterControllerPro.Core;
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namespace Lightbug.CharacterControllerPro.Demo
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{
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[AddComponentMenu("Character Controller Pro/Demo/Character/AI/Follow Behaviour")]
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public class AIFollowBehaviour : CharacterAIBehaviour
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{
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[Tooltip("The target transform used by the follow behaviour.")]
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[SerializeField]
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Transform followTarget = null;
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[Tooltip("Desired distance to the target. if the distance to the target is less than this value the character will not move.")]
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[SerializeField]
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float reachDistance = 3f;
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[Tooltip("The wait time between actions updates.")]
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[Min(0f)]
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[SerializeField]
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float refreshTime = 0.65f;
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float timer = 0f;
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NavMeshPath navMeshPath = null;
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protected CharacterStateController stateController = null;
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protected override void Awake()
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{
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base.Awake();
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stateController = this.GetComponentInBranch<CharacterActor, CharacterStateController>();
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stateController.MovementReferenceMode = MovementReferenceParameters.MovementReferenceMode.World;
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}
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void OnEnable()
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{
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navMeshPath = new NavMeshPath();
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;
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}
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public override void EnterBehaviour(float dt)
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{
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timer = refreshTime;
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}
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public override void UpdateBehaviour(float dt)
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{
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if (timer >= refreshTime)
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{
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timer = 0f;
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UpdateFollowTargetBehaviour(dt);
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}
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else
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{
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timer += dt;
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}
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}
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// Follow Behaviour --------------------------------------------------------------------------------------------------
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/// <summary>
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/// Sets the target to follow (only for the follow behaviour).
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/// </summary>
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public void SetFollowTarget(Transform followTarget, bool forceUpdate = true)
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{
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this.followTarget = followTarget;
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if (forceUpdate)
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timer = refreshTime + Mathf.Epsilon;
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}
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void UpdateFollowTargetBehaviour(float dt)
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{
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if (followTarget == null)
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return;
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characterActions.Reset();
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NavMesh.CalculatePath(transform.position, followTarget.position, NavMesh.AllAreas, navMeshPath);
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if (navMeshPath.corners.Length < 2)
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return;
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Vector3 path = navMeshPath.corners[1] - navMeshPath.corners[0];
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bool isDirectPath = navMeshPath.corners.Length == 2;
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if (isDirectPath && path.magnitude <= reachDistance)
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return;
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if (navMeshPath.corners.Length > 1)
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SetMovementAction(path);
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}
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}
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}
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