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-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/GetRemainingDistance.cs49
1 files changed, 49 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/GetRemainingDistance.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/GetRemainingDistance.cs
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index 00000000..e7704400
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+++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/GetRemainingDistance.cs
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+using UnityEngine;
+#if !(UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4)
+using UnityEngine.AI;
+#endif
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityNavMeshAgent
+{
+ [TaskCategory("Basic/NavMeshAgent")]
+ [TaskDescription("Gets the distance between the agent's position and the destination on the current path. Returns Success.")]
+ public class GetRemainingDistance : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+ [SharedRequired]
+ [Tooltip("The remaining distance")]
+ public SharedFloat storeValue;
+
+ // 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;
+ }
+
+ storeValue.Value = navMeshAgent.remainingDistance;
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ storeValue = 0;
+ }
+ }
+} \ No newline at end of file