public bool CalcPath(PathModule.PathType path_type, Vector3 target, float range) { if (!this.m_Agent.isActiveAndEnabled || !this.m_Agent.isOnNavMesh) { return(false); } this.m_CurrPathType = path_type; this.m_PathValid = false; if (path_type == PathModule.PathType.MoveTo && NavMesh.SamplePosition(target, out this.m_TempHit, range, this.m_Agent.areaMask) && NavMesh.CalculatePath(base.transform.position, this.m_TempHit.position, this.m_Agent.areaMask, this.m_TempPath) && this.m_TempPath.status != NavMeshPathStatus.PathInvalid) { this.m_Agent.ResetPath(); this.m_Agent.SetPath(this.m_TempPath); this.m_PathValid = true; } return(this.m_PathValid); }
public bool CalcPath(PathModule.PathType path_type) { if (!this.m_Agent.isActiveAndEnabled || !this.m_Agent.isOnNavMesh) { return(false); } this.m_PathValid = false; Vector3 vector = Vector3.zero; switch (path_type) { case PathModule.PathType.Loiter: { Vector3 normalized2D = base.transform.forward.GetNormalized2D(); for (int i = 0; i < this.m_SafeProbes; i++) { if (this.m_AI.m_Spawner != null) { vector = this.m_AI.m_Spawner.GetRandomPositionInside(); } else { vector = base.transform.position + Quaternion.AngleAxis(UnityEngine.Random.Range(0f, (i >= this.m_SafeProbes / 2) ? 360f : 120f), Vector3.up) * normalized2D * this.m_Range; } vector.y = MainLevel.GetTerrainY(vector); if (NavMesh.SamplePosition(vector, out this.m_TempHit, 1f, AIManager.s_WalkableAreaMask)) { if (NavMesh.CalculatePath(base.transform.position, this.m_TempHit.position, AIManager.s_WalkableAreaMask, this.m_TempPath) && this.m_TempPath.status != NavMeshPathStatus.PathInvalid) { this.m_Agent.ResetPath(); this.m_Agent.SetPath(this.m_TempPath); this.m_PathValid = true; this.m_CurrPathType = path_type; } break; } } break; } case PathModule.PathType.MoveAwayFromEnemy: case PathModule.PathType.StalkerRunAway: { Vector3 vector2 = (base.transform.position - Player.Get().transform.position).GetNormalized2D(); float num = 0f; if (this.m_AI.m_ID == AI.AIID.Mouse) { this.m_Range = UnityEngine.Random.Range(2f, 4f); num = UnityEngine.Random.Range(-90f, 90f); } for (int j = 0; j < this.m_DangerProbes; j++) { if (j > 0) { if (j % 2 == 0) { num = -num; } else { num = Mathf.Abs(num) + 360f / (float)this.m_DangerProbes; } } Vector3 b = Quaternion.AngleAxis(num, Vector3.up) * vector2 * this.m_Range; vector = base.transform.position + b; vector.y = MainLevel.GetTerrainY(vector); if (NavMesh.SamplePosition(vector, out this.m_TempHit, 1f, AIManager.s_WalkableAreaMask) && NavMesh.CalculatePath(base.transform.position, this.m_TempHit.position, AIManager.s_WalkableAreaMask, this.m_TempPath) && this.m_TempPath.status == NavMeshPathStatus.PathComplete) { this.m_Agent.ResetPath(); this.m_Agent.SetPath(this.m_TempPath); this.m_PathValid = true; this.m_CurrPathType = path_type; break; } } break; } case PathModule.PathType.MoveToEnemy: vector = Player.Get().transform.position; if (NavMesh.SamplePosition(vector, out this.m_TempHit, 4f, AIManager.s_WalkableAreaMask) && NavMesh.CalculatePath(base.transform.position, this.m_TempHit.position, AIManager.s_WalkableAreaMask, this.m_TempPath) && this.m_TempPath.status != NavMeshPathStatus.PathInvalid) { float num2 = 0f; int cornersNonAlloc = this.m_TempPath.GetCornersNonAlloc(this.m_TempCorners); for (int k = 1; k < cornersNonAlloc; k++) { num2 += this.m_TempPath.corners[k].Distance(this.m_TempPath.corners[k - 1]); } if (num2 > this.m_AI.GetPathPassDistance()) { this.m_Agent.ResetPath(); this.m_Agent.SetPath(this.m_TempPath); this.m_PathValid = true; this.m_CurrPathType = path_type; } } break; case PathModule.PathType.MoveAroundEnemy: case PathModule.PathType.StalkerMoveAround: { Vector3 vector3 = this.m_AI.transform.position - Player.Get().transform.position; Vector3 vector2 = Vector3.Cross(vector3.GetNormalized2D(), Vector3.up); vector = Player.Get().transform.position + vector3.normalized * StalkerManager.Get().m_MoveAroundRange + vector2 * 3f; vector.y = MainLevel.GetTerrainY(vector); if (NavMesh.SamplePosition(vector, out this.m_TempHit, 1f, AIManager.s_WalkableAreaMask) && NavMesh.CalculatePath(base.transform.position, this.m_TempHit.position, AIManager.s_WalkableAreaMask, this.m_TempPath) && this.m_TempPath.status == NavMeshPathStatus.PathComplete) { this.m_Agent.ResetPath(); this.m_Agent.SetPath(this.m_TempPath); this.m_PathValid = true; this.m_CurrPathType = path_type; } break; } case PathModule.PathType.ReturnToSpawner: vector = this.m_AI.m_Spawner.GetRandomPositionInside(); vector.y = MainLevel.GetTerrainY(vector); if (NavMesh.SamplePosition(vector, out this.m_TempHit, 1f, AIManager.s_WalkableAreaMask) && NavMesh.CalculatePath(base.transform.position, this.m_TempHit.position, AIManager.s_WalkableAreaMask, this.m_TempPath) && this.m_TempPath.status != NavMeshPathStatus.PathInvalid) { this.m_Agent.ResetPath(); this.m_Agent.SetPath(this.m_TempPath); this.m_PathValid = true; this.m_CurrPathType = path_type; } break; case PathModule.PathType.Flank: for (int l = 0; l < this.m_StrafeProbes; l++) { Vector3 vector2 = UnityEngine.Random.insideUnitCircle * Player.Get().transform.position.Distance2D(this.m_AI.transform.position); vector = Player.Get().transform.position + vector2; vector.y = MainLevel.GetTerrainY(vector); if (NavMesh.SamplePosition(vector, out this.m_TempHit, 1f, AIManager.s_WalkableAreaMask) && NavMesh.CalculatePath(base.transform.position, this.m_TempHit.position, AIManager.s_WalkableAreaMask, this.m_TempPath) && this.m_TempPath.status == NavMeshPathStatus.PathComplete) { this.m_Agent.ResetPath(); this.m_Agent.SetPath(this.m_TempPath); this.m_PathValid = true; this.m_CurrPathType = path_type; break; } } break; case PathModule.PathType.MoveToBowAttackPos: { HunterAI hunterAI = (HunterAI)this.m_AI; if (!hunterAI) { return(this.m_PathValid); } float d = UnityEngine.Random.Range(hunterAI.m_MinBowDistance, hunterAI.m_MaxBowDistance); Vector3 normalized2D2 = (base.transform.position - Player.Get().transform.position).GetNormalized2D(); float num3 = UnityEngine.Random.Range(-45f, 45f); for (int m = 0; m < this.m_DangerProbes; m++) { if (m > 0) { if (m % 2 == 0) { num3 = -num3; } else { num3 = Mathf.Abs(num3) + 180f / (float)this.m_DangerProbes; } } Vector3 b2 = Quaternion.AngleAxis(num3, Vector3.up) * normalized2D2 * d; vector = Player.Get().transform.position + b2; vector.y = MainLevel.GetTerrainY(vector); if (NavMesh.SamplePosition(vector, out this.m_TempHit, 1f, AIManager.s_WalkableAreaMask) && NavMesh.CalculatePath(base.transform.position, this.m_TempHit.position, AIManager.s_WalkableAreaMask, this.m_TempPath) && this.m_TempPath.status == NavMeshPathStatus.PathComplete) { this.m_Agent.ResetPath(); this.m_Agent.SetPath(this.m_TempPath); this.m_PathValid = true; this.m_CurrPathType = path_type; break; } } break; } case PathModule.PathType.StrafeLeft: { Vector3 a = Vector3.Cross((Player.Get().transform.position - base.transform.position).GetNormalized2D(), Vector3.up); vector = base.transform.position + a * UnityEngine.Random.Range(this.m_StrafeRangeMin, this.m_StrafeRangeMax); vector.y = MainLevel.GetTerrainY(vector); if (NavMesh.SamplePosition(vector, out this.m_TempHit, 1f, AIManager.s_WalkableAreaMask) && NavMesh.CalculatePath(base.transform.position, this.m_TempHit.position, AIManager.s_WalkableAreaMask, this.m_TempPath) && this.m_TempPath.status == NavMeshPathStatus.PathComplete) { this.m_Agent.ResetPath(); this.m_Agent.SetPath(this.m_TempPath); this.m_PathValid = true; this.m_CurrPathType = path_type; } break; } case PathModule.PathType.StrafeRight: { Vector3 a2 = Vector3.Cross((Player.Get().transform.position - base.transform.position).GetNormalized2D(), Vector3.down); vector = base.transform.position + a2 * UnityEngine.Random.Range(this.m_StrafeRangeMin, this.m_StrafeRangeMax); vector.y = MainLevel.GetTerrainY(vector); if (NavMesh.SamplePosition(vector, out this.m_TempHit, 1f, AIManager.s_WalkableAreaMask) && NavMesh.CalculatePath(base.transform.position, this.m_TempHit.position, AIManager.s_WalkableAreaMask, this.m_TempPath) && this.m_TempPath.status == NavMeshPathStatus.PathComplete) { this.m_Agent.ResetPath(); this.m_Agent.SetPath(this.m_TempPath); this.m_PathValid = true; this.m_CurrPathType = path_type; } break; } case PathModule.PathType.AnimalMoveToEnemy: vector = Player.Get().transform.position; if (NavMesh.SamplePosition(vector, out this.m_TempHit, 4f, AIManager.s_WalkableAreaMask) && NavMesh.CalculatePath(base.transform.position, this.m_TempHit.position, AIManager.s_WalkableAreaMask, this.m_TempPath) && this.m_TempPath.status == NavMeshPathStatus.PathComplete) { float num4 = 0f; int cornersNonAlloc2 = this.m_TempPath.GetCornersNonAlloc(this.m_TempCorners); for (int n = 1; n < cornersNonAlloc2; n++) { num4 += this.m_TempPath.corners[n].Distance(this.m_TempPath.corners[n - 1]); } if (num4 > this.m_AI.GetPathPassDistance()) { this.m_Agent.ResetPath(); this.m_Agent.SetPath(this.m_TempPath); this.m_PathValid = true; this.m_CurrPathType = path_type; } } break; case PathModule.PathType.MoveToConstruction: vector = ((HumanAI)this.m_AI).m_SelectedConstruction.m_BoxCollider.ClosestPointOnBounds(((HumanAI)this.m_AI).m_SelectedConstruction.transform.position); if (NavMesh.SamplePosition(vector, out this.m_TempHit, 2f, AIManager.s_WalkableAreaMask) && NavMesh.CalculatePath(base.transform.position, this.m_TempHit.position, AIManager.s_WalkableAreaMask, this.m_TempPath) && this.m_TempPath.status == NavMeshPathStatus.PathComplete) { float num5 = 0f; int cornersNonAlloc3 = this.m_TempPath.GetCornersNonAlloc(this.m_TempCorners); for (int num6 = 1; num6 < cornersNonAlloc3; num6++) { num5 += this.m_TempPath.corners[num6].Distance(this.m_TempPath.corners[num6 - 1]); } this.m_Agent.ResetPath(); this.m_Agent.SetPath(this.m_TempPath); this.m_PathValid = true; this.m_CurrPathType = path_type; } break; } return(this.m_PathValid); }