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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Samples
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{
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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using Opsive.GraphDesigner.Runtime.Variables;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Selects an agent out of the agent list.
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/// </summary>
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[Shared.Utility.Category("Behavior Designer Samples")]
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public class SelectAgent : Action
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{
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[Tooltip("The possible GameObjects")]
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[SerializeField] protected SharedVariable<GameObject[]> m_Agents;
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[Tooltip("The agent that should attack.")]
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[RequireShared]
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[SerializeField] protected SharedVariable<GameObject> m_Agent;
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[Tooltip("If specified, the agent that is closest to the specified GameObject will be selected.")]
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[SerializeField] protected SharedVariable<GameObject> m_ClosestToTarget;
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private List<Health> m_AgentHealth;
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private List<Health> m_ActiveAgents;
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/// <summary>
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/// Initializes the values.
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/// </summary>
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public override void OnAwake()
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{
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m_AgentHealth = new List<Health>();
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for (int i = 0; i < m_Agents.Value.Length; ++i) {
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m_AgentHealth.Add(m_Agents.Value[i].GetComponent<Health>());
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}
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if (m_ClosestToTarget.Value == null) {
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m_ActiveAgents = new List<Health>();
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}
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}
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/// <summary>
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/// Select an agent that should attack.
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/// </summary>
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/// <returns>Success if an agent was found.</returns>
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public override TaskStatus OnUpdate()
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{
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if (m_ClosestToTarget.Value != null) {
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var closestToDistance = float.MaxValue;
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float distance;
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var closestToTargetPosition = m_ClosestToTarget.Value.transform.position;
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for (int i = 0; i < m_AgentHealth.Count; ++i) {
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if (m_AgentHealth[i].Value > 0 && (distance = (m_AgentHealth[i].transform.position - closestToTargetPosition).sqrMagnitude) < closestToDistance) {
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closestToDistance = distance;
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m_Agent.Value = m_AgentHealth[i].gameObject;
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}
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}
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return closestToDistance != float.MaxValue ? TaskStatus.Success : TaskStatus.Failure;
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}
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// Randomly select an agent that is alive.
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m_ActiveAgents.Clear();
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for (int i = 0; i < m_AgentHealth.Count; ++i) {
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if (m_AgentHealth[i].Value > 0) {
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m_ActiveAgents.Add(m_AgentHealth[i]);
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}
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}
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if (m_ActiveAgents.Count == 0) {
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return TaskStatus.Failure;
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}
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// Only those remaining are alive.
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var randomIndex = Random.Range(0, m_ActiveAgents.Count);
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m_Agent.Value = m_ActiveAgents[randomIndex].gameObject;
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return TaskStatus.Success;
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}
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}
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}
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