SanAndreasUnity/Assets/Scripts/Behaviours/PedAI/EscapeState.cs

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using UnityEngine;
namespace SanAndreasUnity.Behaviours.Peds.AI
{
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public class EscapeState : BaseState, IPathMovementState
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{
private readonly PathMovementData _pathMovementData = new PathMovementData();
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public PathMovementData PathMovementData => _pathMovementData;
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public override void UpdateState()
{
// TODO: exit vehicle
if (PedAI.ArrivedAtDestinationNode(_pathMovementData, _ped.transform))
PedAI.OnArrivedToDestinationNode(_pathMovementData);
if (!_pathMovementData.destinationNode.HasValue)
{
PedAI.FindClosestWalkableNode(_pathMovementData, _ped.transform.position);
return;
}
this.MyPed.IsSprintOn = true;
this.MyPed.Movement = (_pathMovementData.moveDestination - this.MyPed.transform.position).normalized;
this.MyPed.Heading = this.MyPed.Movement;
}
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protected internal override void OnDrawGizmosSelected()
{
PedAI.OnDrawGizmosSelected(_pathMovementData);
}
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}
}