Files
FueraDeEscala/Assets/Game Kit Controller/Scripts/AI/Custom AI Behavior/useCustomAbilitySimpleAIAction.cs
Robii Aragon 779f2c8b20 add ckg
plantilla base para movimiento básico
2026-02-05 05:07:55 -08:00

155 lines
3.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class useCustomAbilitySimpleAIAction : simpleAIAction
{
[Header ("Custom Settings")]
[Space]
public string currentAbilityName;
public float minWaitTimeToFinishAbility = 0.4f;
public float waitTimeToUseAbility = 0.5f;
[Space]
[Header ("Other Settings")]
[Space]
public bool setMoveNavMeshPaused;
public float moveNamveshPausedDuration;
[Space]
[Header ("Debug")]
[Space]
public bool abilityInProcess;
[Space]
[Header ("Components")]
[Space]
public AIAbilitiesSystemBrain mainAIAbilitiesSystemBrain;
public findObjectivesSystem mainFindObjectivesSystem;
public AINavMesh mainAINavmesh;
float lastTimeAbilityUsed;
bool targetInfoAssigned;
bool abilityActivated;
Coroutine setMoveNavMeshPausedCoroutine;
public void setCurrentAbilityName (string abilityName)
{
currentAbilityName = abilityName;
}
public void setCurrentAbilityNameAndStartAIAction (string abilityName)
{
setCurrentAbilityName (abilityName);
startAIAction ();
}
public override void startAIAction ()
{
base.startAIAction ();
if (actionActive) {
abilityActivated = false;
targetInfoAssigned = false;
lastTimeAbilityUsed = Time.time;
abilityInProcess = true;
}
}
public override void updateSystem ()
{
if (!actionActive) {
return;
}
if (!mainAIAbilitiesSystemBrain.isAbilityInProcess () && Time.time > minWaitTimeToFinishAbility + lastTimeAbilityUsed) {
endAIAction ();
return;
}
if (setMoveNavMeshPaused) {
mainAINavmesh.setMoveNavMeshPausedDuringActionState (true);
if (moveNamveshPausedDuration > 0) {
if (setMoveNavMeshPausedCoroutine != null) {
StopCoroutine (setMoveNavMeshPausedCoroutine);
}
setMoveNavMeshPausedCoroutine = StartCoroutine (updateSetMoveNavMeshPausedCoroutine ());
}
}
if (targetInfoAssigned) {
mainFindObjectivesSystem.lookAtCurrentPlaceToShoot ();
mainAINavmesh.lookAtTaget (true);
mainAINavmesh.moveNavMesh (Vector3.zero, false, false);
} else {
if (currentTarget != null) {
mainFindObjectivesSystem.setCustomTargetToLook (currentTarget.gameObject);
targetInfoAssigned = true;
}
}
if (!abilityActivated) {
if (Time.time > waitTimeToUseAbility + lastTimeAbilityUsed) {
mainAIAbilitiesSystemBrain.setAndActivateAbilityByName (currentAbilityName);
abilityActivated = true;
}
}
}
public override void resetStatesOnActionEnd ()
{
mainAIAbilitiesSystemBrain.setAndActivateAbilityByName (currentAbilityName);
mainFindObjectivesSystem.AINavMeshManager.lookAtTaget (false);
mainFindObjectivesSystem.AINavMeshManager.moveNavMesh (Vector3.zero, false, false);
mainFindObjectivesSystem.resetAITargets ();
if (setMoveNavMeshPaused) {
if (moveNamveshPausedDuration <= 0) {
mainAINavmesh.setMoveNavMeshPausedDuringActionState (false);
}
}
abilityInProcess = false;
currentTarget = null;
abilityActivated = false;
}
IEnumerator updateSetMoveNavMeshPausedCoroutine ()
{
WaitForSeconds delay = new WaitForSeconds (moveNamveshPausedDuration);
yield return delay;
mainAINavmesh.setMoveNavMeshPausedDuringActionState (false);
}
}