V2.1 Upgrade guide
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
using CrashKonijn.Goap.Behaviours;
using CrashKonijn.Goap.Interfaces;
using UnityEngine;
public class AgentMoveBehaviour : MonoBehaviour
{
private AgentBehaviour agent;
private ITarget currentTarget;
private bool shouldMove;
private void Awake()
{
this.agent = this.GetComponent<AgentBehaviour>();
}
private void OnEnable()
{
this.agent.Events.OnTargetInRange += this.OnTargetInRange;
this.agent.Events.OnTargetChanged += this.OnTargetChanged;
this.agent.Events.OnTargetOutOfRange += this.OnTargetOutOfRange;
}
private void OnDisable()
{
this.agent.Events.OnTargetInRange -= this.OnTargetInRange;
this.agent.Events.OnTargetChanged -= this.OnTargetChanged;
this.agent.Events.OnTargetOutOfRange -= this.OnTargetOutOfRange;
}
private void OnTargetInRange(ITarget target)
{
this.shouldMove = false;
}
private void OnTargetChanged(ITarget target, bool inRange)
{
this.currentTarget = target;
this.shouldMove = !inRange;
}
private void OnTargetOutOfRange(ITarget target)
{
this.shouldMove = true;
}
public void Update()
{
if (!this.shouldMove)
return;
if (this.currentTarget == null)
return;
this.transform.position = Vector3.MoveTowards(this.transform.position, new Vector3(this.currentTarget.Position.x, this.transform.position.y, this.currentTarget.Position.z), Time.deltaTime);
}
}
Setup through code now requires actual classes as the WorldKey and TargetKey.
public class WanderTarget : TargetKeyBase
{
}
public class IsWandering : WorldKeyBase
{
}
public class GoapSetConfigFactory : GoapSetFactoryBase
{
public override IGoapSetConfig Create()
{
var builder = new GoapSetBuilder("GettingStartedSet");
// Goals
builder.AddGoal<WanderGoal>()
.AddCondition<IsWandering>(Comparison.GreaterThanOrEqual, 1);
// Actions
builder.AddAction<WanderAction>()
.SetTarget<WanderTarget>()
.AddEffect<IsWandering>(true)
.SetBaseCost(1)
.SetInRange(0.3f);
// Target Sensors
builder.AddTargetSensor<WanderTargetSensor>()
.SetTarget<WanderTarget>();
// World Sensors
// This example doesn't have any world sensors. Look in the examples for more information on how to use them.
return builder.Build();
}
}
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