using UnityEngine;
using UnityEngine.AI;
namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent
{
[TaskCategory("Unity/NavMeshAgent")]
[TaskDescription("Gets the velocity of the NavMeshAgent. Returns Success.")]
public class GetVelociuty : Action
{
[Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
public SharedGameObject targetGameObject;
[SharedRequired]
[Tooltip("The velocity")]
public SharedVector3 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.velocity;
return TaskStatus.Success;
}
public override void OnReset()
{
targetGameObject = null;
storeValue = Vector3.zero;
}
}
}