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using BehaviorDesigner.Runtime.Tasks;
using UnityEngine;
namespace CoreGame.Render
{
/// <summary>
/// 向出生点x米内的一个点移动(召唤物的出生点会跟随玩家移动)
/// </summary>
public class IdleMoveAction : Action
{
[SerializeField] private float range;
private CombatEntity m_OwnerEnt;
private Vector2 m_TargetPos;
public override void OnStart()
{
m_OwnerEnt = Owner.GetEntity<CombatEntity>();
var bornPos = m_OwnerEnt.blackboard.GetBornPos();
var random = Random.insideUnitCircle * range;
m_TargetPos = bornPos + new Vector2(random.x, random.y);
}
public override TaskStatus OnUpdate()
{
var speed = m_OwnerEnt.property.MoveSpeed;
var navProxy = m_OwnerEnt.navAgentProxy;
navProxy.SetDestination(m_TargetPos, speed.AsFloat, 0.01f);
// if ((m_OwnerEnt.transformProxy.position - m_TargetPos).sqrMagnitude < 1.1f)
if (navProxy.IsArrived())
{
return TaskStatus.Success;
}
return TaskStatus.Running;
}
}
}