2024-03-21 18:28:37 +03:00

62 lines
1.7 KiB
C#

using Koptilnya.StateMachine;
using Mirror;
using UnityEngine;
using UnityEngine.AI;
namespace Characters.Enemy.States
{
public class PatrolState : State<EnemyState>
{
private readonly Enemy _enemy;
private NavMeshTriangulation _navMeshData;
public PatrolState(Enemy enemy) : base(EnemyState.Patrol)
{
_enemy = enemy;
_navMeshData = NavMesh.CalculateTriangulation();
Debug.Log("<--Triangulation calculated-->");
}
[ServerCallback]
public override void Enter()
{
_enemy.SetSpeedMul(1f);
}
[ServerCallback]
public override void Update()
{
_enemy.targetTransform = _enemy.GetClosestTarget();
if (_enemy.HasTarget)
{
_enemy.ChangeState(EnemyState.Chase);
return;
}
var remainingDistance = _enemy.agent.GetPathRemainingDistance();
var invalidPath = _enemy.agent.pathStatus != NavMeshPathStatus.PathComplete;
if (remainingDistance <= 1.5f || invalidPath)
{
SetRandomDestination();
}
}
[Server]
void SetRandomDestination()
{
if (!_enemy.agent.isOnNavMesh) return;
_enemy.agent.destination = GetRandomLocation();
}
[Server]
Vector3 GetRandomLocation()
{
// NavMeshTriangulation navMeshData = NavMesh.CalculateTriangulation();
return _navMeshData.vertices[_navMeshData.indices[Random.Range(0, _navMeshData.indices.Length - 3)]];
}
}
}