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Assets/AstarPathfindingProject/Behaviors/Patrol.cs
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59
Assets/AstarPathfindingProject/Behaviors/Patrol.cs
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using UnityEngine;
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using System.Collections;
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namespace Pathfinding {
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/// <summary>
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/// Simple patrol behavior.
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/// This will set the destination on the agent so that it moves through the sequence of objects in the <see cref="targets"/> array.
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/// Upon reaching a target it will wait for <see cref="delay"/> seconds.
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///
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/// See: <see cref="Pathfinding.AIDestinationSetter"/>
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/// See: <see cref="Pathfinding.AIPath"/>
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/// See: <see cref="Pathfinding.RichAI"/>
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/// See: <see cref="Pathfinding.AILerp"/>
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/// </summary>
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[UniqueComponent(tag = "ai.destination")]
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[HelpURL("http://arongranberg.com/astar/docs/class_pathfinding_1_1_patrol.php")]
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public class Patrol : VersionedMonoBehaviour {
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/// <summary>Target points to move to in order</summary>
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public Transform[] targets;
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/// <summary>Time in seconds to wait at each target</summary>
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public float delay = 0;
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/// <summary>Current target index</summary>
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int index;
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IAstarAI agent;
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float switchTime = float.PositiveInfinity;
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protected override void Awake () {
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base.Awake();
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agent = GetComponent<IAstarAI>();
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}
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/// <summary>Update is called once per frame</summary>
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void Update () {
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if (targets.Length == 0) return;
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bool search = false;
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// Note: using reachedEndOfPath and pathPending instead of reachedDestination here because
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// if the destination cannot be reached by the agent, we don't want it to get stuck, we just want it to get as close as possible and then move on.
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if (agent.reachedEndOfPath && !agent.pathPending && float.IsPositiveInfinity(switchTime)) {
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switchTime = Time.time + delay;
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}
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if (Time.time >= switchTime) {
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index = index + 1;
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search = true;
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switchTime = float.PositiveInfinity;
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}
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index = index % targets.Length;
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agent.destination = targets[index].position;
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if (search) agent.SearchPath();
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}
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}
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}
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