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

80 lines
2.8 KiB
C#
Raw Permalink Normal View History

2023-07-24 16:38:13 +03:00
using UnityEngine;
// Sci-Fi Ship Controller. Copyright (c) 2018-2023 SCSM Pty Ltd. All rights reserved.
namespace SciFiShipController
{
/// <summary>
/// Sample to create a new Path in the scene at runtime.
/// Setup:
/// 1. Attach this to an empty gameobject in the scene
/// 2. Add an NPC ship to the scene
/// 3. Add a Ship AI Input Module to the NPC ship
/// 4. Add the PlayerCamera prefab to the scene
/// 5. Add the NPC ship to the PlayerCamera "TargetShip" slot
/// 6. Play the scene
/// This is only a sample to demonstrate how API calls could be used in
/// your own code. You should write your own version of this in your own
/// namespace.
/// </summary>
[AddComponentMenu("Sci-Fi Ship Controller/Samples/Create Path")]
[HelpURL("http://scsmmedia.com/ssc-documentation")]
public class SampleCreatePath : MonoBehaviour
{
#region Public Variables
public ShipControlModule shipNPC = null;
#endregion
#region Private Variables
private SSCManager sscManager = null;
#endregion
#region Initialisation Methods
// Start is called before the first frame update
void Start()
{
sscManager = SSCManager.GetOrCreateManager();
if (sscManager != null)
{
#region Create the new path
PathData newPath = new PathData();
sscManager.pathDataList.Add(newPath);
bool autoGenerateLocationNames = false;
#if UNITY_EDITOR
newPath.name = "MyPath";
newPath.showLocationsInEditor = true;
autoGenerateLocationNames = true;
#endif
sscManager.AppendLocation(newPath, new Vector3(100f,100f, 0f), autoGenerateLocationNames, false);
sscManager.AppendLocation(newPath, new Vector3(200f,100f, 0f), autoGenerateLocationNames, false);
sscManager.AppendLocation(newPath, new Vector3(300f,100f, 50f), autoGenerateLocationNames, false);
sscManager.RefreshPathDistances(newPath);
#endregion
#region Assign Path to Ship
if (shipNPC != null)
{
// Check for an AI module
ShipAIInputModule shipAIInputModule = shipNPC.GetShipAIInputModule(true);
if (shipAIInputModule != null)
{
shipAIInputModule.Initialise();
// Tell the AI ship to follow the path
shipAIInputModule.AssignTargetPath(newPath);
shipAIInputModule.SetState(AIState.moveToStateID);
}
}
#endregion
}
}
#endregion
}
}