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Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/Stop.cs')
-rw-r--r--Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/Stop.cs45
1 files changed, 45 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/Stop.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/Stop.cs
new file mode 100644
index 00000000..56d4edd2
--- /dev/null
+++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/NavMeshAgent/Stop.cs
@@ -0,0 +1,45 @@
+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("Stop movement of this agent along its current path. Returns Success.")]
+ public class Stop : Action
+ {
+ [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
+ public SharedGameObject targetGameObject;
+
+ // 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;
+ }
+
+ navMeshAgent.Stop();
+
+ return TaskStatus.Success;
+ }
+
+ public override void OnReset()
+ {
+ targetGameObject = null;
+ }
+ }
+} \ No newline at end of file