46 lines
1.3 KiB
C#
46 lines
1.3 KiB
C#
using System;
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using DefaultNamespace;
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using DefaultNamespace.FSM;
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using Unity.Behavior;
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using UnityEngine;
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using Action = Unity.Behavior.Action;
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using Unity.Properties;
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[Serializable, GeneratePropertyBag]
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[NodeDescription(name: "FindPlayerControllerByRaycast", story: "Find [Target] with racyast from [Agent]", category: "Action", id: "d762456f044989271ec06e8848cbfa15")]
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public partial class FindPlayerControllerByRaycastAction : Action
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{
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[SerializeReference] public BlackboardVariable<GameObject> Target;
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[SerializeReference] public BlackboardVariable<GameObject> Agent;
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[SerializeReference] public BlackboardVariable<float> MaxDistance = new(10);
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protected override Status OnStart()
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{
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if (Agent.Value == null) return Status.Failure;
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// setup your node
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return Status.Running;
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}
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protected override Status OnUpdate()
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{
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if (Physics.Raycast(Agent.Value.transform.position, Agent.Value.transform.forward, out RaycastHit hit, MaxDistance))
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{
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if (hit.transform.GetComponent<PlayerController>() != null)
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{
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Target.Value = hit.transform.gameObject;
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return Status.Success;
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}
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}
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Target.Value = null;
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return Status.Failure;
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}
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protected override void OnEnd()
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{
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}
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}
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