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using Koptilnya.StateMachine;
using Mirror;
using UnityEngine;
using UnityEngine.AI;
namespace Characters.Enemy.States
{
public class PatrolState : State<EnemyState>
{
private readonly Enemy _enemy;
private readonly NavMeshTriangulation _navMeshData;
private CustomNetworkManager _networkManager;
public PatrolState(Enemy enemy) : base(EnemyState.Patrol)
{
_enemy = enemy;
_navMeshData = NavMeshTriangulator.Data;
_networkManager = NetworkManager.singleton.GetComponent<CustomNetworkManager>();
}
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[ServerCallback]
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public override void Enter()
{
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_enemy.SetSpeedMul(1f);
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}
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[ServerCallback]
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public override void Update()
{
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_enemy.targetTransform = _enemy.GetClosestTarget();
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if (_enemy.targetTransform != null)
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{
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_enemy.ChangeState(EnemyState.Chase);
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return;
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}
var remainingDistance = _enemy.agent.GetPathRemainingDistance();
var invalidPath = _enemy.agent.pathStatus != NavMeshPathStatus.PathComplete;
if (remainingDistance <= 1.5f || invalidPath)
{
SetRandomDestination();
}
}
void SetRandomDestination()
{
_enemy.agent.destination = GetRandomLocation();
}
Vector3 GetRandomLocation()
{
return _navMeshData.vertices[_navMeshData.indices[Random.Range(0, _navMeshData.indices.Length - 3)]];
}
}
}