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Upgrading

Upgrading from 2.0 to 2.1

IAgentMover is removed

IAgentMover is removed in favor of having movement based events on the agent.
AgentMoveBehaviour.cs
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using CrashKonijn.Goap.Behaviours;
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using CrashKonijn.Goap.Interfaces;
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using UnityEngine;
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public class AgentMoveBehaviour : MonoBehaviour
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{
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private AgentBehaviour agent;
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private ITarget currentTarget;
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private bool shouldMove;
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private void Awake()
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{
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this.agent = this.GetComponent<AgentBehaviour>();
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}
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private void OnEnable()
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{
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this.agent.Events.OnTargetInRange += this.OnTargetInRange;
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this.agent.Events.OnTargetChanged += this.OnTargetChanged;
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this.agent.Events.OnTargetOutOfRange += this.OnTargetOutOfRange;
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}
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private void OnDisable()
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{
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this.agent.Events.OnTargetInRange -= this.OnTargetInRange;
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this.agent.Events.OnTargetChanged -= this.OnTargetChanged;
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this.agent.Events.OnTargetOutOfRange -= this.OnTargetOutOfRange;
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}
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private void OnTargetInRange(ITarget target)
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{
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this.shouldMove = false;
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}
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private void OnTargetChanged(ITarget target, bool inRange)
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{
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this.currentTarget = target;
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this.shouldMove = !inRange;
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}
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private void OnTargetOutOfRange(ITarget target)
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{
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this.shouldMove = true;
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}
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public void Update()
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{
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if (!this.shouldMove)
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return;
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if (this.currentTarget == null)
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return;
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this.transform.position = Vector3.MoveTowards(this.transform.position, new Vector3(this.currentTarget.Position.x, this.transform.position.y, this.currentTarget.Position.z), Time.deltaTime);
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}
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}

Setup through code now requires actual classes as the WorldKey and TargetKey.

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public class WanderTarget : TargetKeyBase
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{
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}
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public class IsWandering : WorldKeyBase
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{
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}
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public class GoapSetConfigFactory : GoapSetFactoryBase
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{
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public override IGoapSetConfig Create()
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{
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var builder = new GoapSetBuilder("GettingStartedSet");
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// Goals
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builder.AddGoal<WanderGoal>()
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.AddCondition<IsWandering>(Comparison.GreaterThanOrEqual, 1);
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// Actions
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builder.AddAction<WanderAction>()
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.SetTarget<WanderTarget>()
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.AddEffect<IsWandering>(true)
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.SetBaseCost(1)
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.SetInRange(0.3f);
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// Target Sensors
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builder.AddTargetSensor<WanderTargetSensor>()
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.SetTarget<WanderTarget>();
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// World Sensors
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// This example doesn't have any world sensors. Look in the examples for more information on how to use them.
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return builder.Build();
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}
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}
Last modified 5mo ago