rabidus-test/Assets/SCSM/SciFiShipController/Demos/Scripts/DemoLocation.cs

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2023-07-24 16:38:13 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
/// <summary>
/// Demo script to show how to instruct an AI Ship through the use of colliders in the scene.
/// Also shows how to create a custom behaviour.
/// This is only sample to demonstrate how API calls could be used in your own code.
/// </summary>
public class DemoLocation : MonoBehaviour
{
#region Public variables
public AIBehaviourInput.AIBehaviourType primaryBehaviourType = AIBehaviourInput.AIBehaviourType.SeekArrival;
public DemoLocation nextLocation;
public bool showLocationLabel = false;
[Header("Optional Squadrons to allow")]
public int[] squadronIdFilter;
#endregion
#region Private variables
private Collider locCollider;
private int numSquadronsToFilter = 0;
#endregion
#region Initialisation Methods
// Use this for initialization
void Awake()
{
locCollider = GetComponent<Collider>();
if (locCollider == null || !(locCollider.GetType() == typeof(SphereCollider) || locCollider.GetType() == typeof(BoxCollider)))
{
#if UNITY_EDITOR
throw new MissingComponentException("Missing Box or Sphere Collider on " + gameObject.name);
#endif
}
else if(!locCollider.isTrigger)
{
#if UNITY_EDITOR
throw new MissingComponentException(gameObject.name + " must be a trigger box or sphere collider");
#endif
}
else
{
Initialise();
}
}
#endregion
#region Event Methods
private void OnTriggerEnter(Collider other)
{
if (other != null && nextLocation != null)
{
// Is this an AI Ship?
// Recurse upward in the hierarchy until we find the ship prefab parent
ShipAIInputModule shipAIInputModule = other.GetComponentInParent<ShipAIInputModule>();
if (shipAIInputModule != null)
{
bool getNextLocation = numSquadronsToFilter == 0;
// Check if ships should only be included if in filter array
if (!getNextLocation)
{
int squadronId = shipAIInputModule.GetComponent<ShipControlModule>().shipInstance.squadronId;
for (int i = 0; i < numSquadronsToFilter; i++)
{
if (squadronId == squadronIdFilter[i]) { getNextLocation = true; break; }
}
}
if (getNextLocation)
{
// Tell the AI Ship where to go
shipAIInputModule.AssignTargetPosition(nextLocation.transform.position);
// Change the current AI behaviour type
DemoFlyToLocationShipData shipData = shipAIInputModule.GetComponent<DemoFlyToLocationShipData>();
shipData.currentBehaviourType = primaryBehaviourType;
// Add one or more behaviours to the ShipAIModule
//shipAIInputModule.ClearAssignedBehaviours();
//shipAIInputModule.aiBehaviourList.Add(new AIBehaviour(primaryBehaviourType, 1f));
}
}
}
}
#endregion
#region Public Methods
/// <summary>
/// Must be called if the squardronIdFilter array is changed
/// </summary>
public void Initialise()
{
numSquadronsToFilter = squadronIdFilter == null ? 0 : squadronIdFilter.Length;
if (showLocationLabel)
{
TextMesh textMesh = gameObject.GetComponent<TextMesh>();
if (textMesh == null) { textMesh = gameObject.AddComponent<TextMesh>(); }
if (textMesh != null)
{
textMesh.text = gameObject.name;
textMesh.alignment = TextAlignment.Center;
}
}
}
#endregion
}
}