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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 maximum turning speed in (deg/s) while following a path.. Returns Success.")]
public class GetAngularSpeed : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[SharedRequired]
[Tooltip("The NavMeshAgent angular speed")]
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.angularSpeed;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
storeValue = 0;
}
}
}
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