初始化
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123
Assets/Plugins/Easy performant outline/Demo/Scripts/Chicken.cs
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123
Assets/Plugins/Easy performant outline/Demo/Scripts/Chicken.cs
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using System.Collections;
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using UnityEngine;
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using UnityEngine.AI;
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#if EPO_DOTWEEN
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using DG.Tweening;
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#endif
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namespace EPOOutline.Demo
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{
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public class Chicken : MonoBehaviour
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{
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[SerializeField]
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private bool alwaysActive = false;
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[SerializeField]
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private bool updateChicken = true;
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[SerializeField]
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private float searchRadius = 5.0f;
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private Outlinable outlinable;
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private NavMeshAgent agent;
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private Animator animator;
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private int enteredCount = 0;
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private static int priority = 0;
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private void Awake()
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{
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agent = GetComponent<NavMeshAgent>();
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outlinable = GetComponent<Outlinable>();
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animator = GetComponent<Animator>();
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if (!alwaysActive)
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outlinable.enabled = false;
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agent.avoidancePriority = priority++;
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if (updateChicken)
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StartCoroutine(UpdateChicken());
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}
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private void OnTriggerEnter(Collider other)
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{
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if (alwaysActive)
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return;
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if (!other.GetComponent<Character>())
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return;
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enteredCount++;
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outlinable.enabled = true;
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}
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private void OnTriggerExit(Collider other)
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{
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if (alwaysActive)
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return;
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if (!other.GetComponent<Character>())
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return;
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if (--enteredCount != 0)
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return;
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outlinable.enabled = false;
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}
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private IEnumerator UpdateChicken()
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{
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var path = new NavMeshPath();
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while (true)
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{
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animator.CrossFade("Walk In Place", 0.1f);
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var point = Random.insideUnitCircle;
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var shift = new Vector3(point.x, 0, point.y) * searchRadius;
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NavMeshHit hit;
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if (!NavMesh.SamplePosition(transform.position + shift, out hit, searchRadius, -1))
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{
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yield return null;
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continue;
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}
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Debug.DrawLine(transform.position, hit.position, Color.yellow, 3.0f);
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if (!NavMesh.CalculatePath(transform.position, hit.position, -1, path))
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{
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yield return null;
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continue;
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}
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agent.destination = hit.position;
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while (agent.pathStatus != NavMeshPathStatus.PathComplete)
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yield return null;
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var timeToWait = (agent.remainingDistance / agent.speed) * 1.5f;
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while (agent.remainingDistance > agent.stoppingDistance && timeToWait > 0.0f)
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{
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timeToWait -= Time.deltaTime;
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yield return null;
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}
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animator.CrossFade("Eat", 0.1f);
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yield return new WaitForSeconds(Random.Range(1.0f, 5.0f));
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yield return null;
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}
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}
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private void OnDrawGizmos()
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{
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Gizmos.color = new Color(1.0f, 0.0f, 0.0f, 0.2f);
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Gizmos.DrawSphere(transform.position, searchRadius);
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}
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}
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}
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