void LateUpdate() { //if there's a current action and it is still running if (currentAction != null && currentAction.IsActionActive) { // Check the agent has a goal and has reached that goal if (currentAction.ConditionToExit()) { CompleteAction(); return; } //if a current action is active run its update tick if (currentAction.IsActionActive == true) { currentAction.OnTick(); } //if not action is active find a new plan else { planner = null; } return; } // Check we have a planner and an actionQueue if (planner == null || actionQueue == null) { planner = new GPlanner(); // Sort the goals in descending order and store them in sortedGoals var sortedGoals = from entry in goalsDictionary orderby entry.Value descending select entry; //look through each goal to find one that has an achievable plan foreach (KeyValuePair <SubGoal, int> sg in sortedGoals) { actionQueue = planner.plan(actions, sg.Key.sGoals, agentPersonalState); // If actionQueue is not = null then we must have a plan if (actionQueue != null) { // Set the current goal currentGoal = sg.Key; break; } } //clears action plan list and adds the new action plan from action queue in a list so we can view the plan in debugger. actionPlan.Clear(); if (actionQueue != null) { foreach (var action in actionQueue) { actionPlan.Add(action); } } } // if we have a actionQueue but the count is == 0 if (actionQueue != null && actionQueue.Count == 0) { // Check if currentGoal is removable if (currentGoal.remove) { // Remove it goalsDictionary.Remove(currentGoal); } // Set planner = null so it will trigger a new one planner = null; } // If there are still actions insie of actionQueue if (actionQueue != null && actionQueue.Count > 0) { // Remove the top action of the queue and put it in currentAction currentAction = actionQueue.Dequeue(); //call actions OnEnter function and check if it returns true or false. if (currentAction.OnEnter()) { // Activate the current action currentAction.IsActionActive = true; } else { //empty action queue so we can find another plan. actionQueue = null; } } }
private void LateUpdate() { if (currentAction != null && currentAction.running) { float distanceToTarget = Vector3.Distance(currentAction.target.transform.position, this.transform.position); if (currentAction.agent.hasPath && distanceToTarget < 2f) { if (!invoked) { Invoke(nameof(CompleteAction), currentAction.duration); invoked = true; } } return; } if (planner == null || actionQueue == null) { planner = new GPlanner(); var sortedGoals = from entry in goals orderby entry.Value descending select entry; foreach (KeyValuePair <SubGoal, int> sg in sortedGoals) { actionQueue = planner.Plan(actions, sg.Key.sgoals, beliefs); if (actionQueue != null) { currentGoal = sg.Key; break; } } } if (actionQueue != null && actionQueue.Count == 0) { if (currentGoal.remove) { goals.Remove(currentGoal); } planner = null; } if (actionQueue != null && actionQueue.Count > 0) { currentAction = actionQueue.Dequeue(); if (currentAction.PrePerform()) { if (currentAction.target == null && currentAction.targetTag != "") { currentAction.target = GameObject.FindWithTag(currentAction.targetTag); } if (currentAction.target == null) { Debug.Log("Idiot"); } if (currentAction.target != null) { currentAction.running = true; //Debug.Log($"Setting DESTINATION OF {this.name} TO {currentAction.target.name} "); currentAction.agent.SetDestination(currentAction.target.transform.position); } } else { actionQueue = null; } } }