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https://github.com/GTA-ASM/SanAndreasUnity
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use own functions: IsInRange(), GetNextPedToAttack()
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1 changed files with 9 additions and 9 deletions
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@ -49,9 +49,9 @@ namespace SanAndreasUnity.Behaviours.Peds.AI
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// try to find new target, or remove the current one if needed
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if (this.IsFarAwayFromLeader())
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{
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bool isCurrentTargetInRange = _currentlyEngagedPed != null && _chaseState.IsInRange(_currentlyEngagedPed);
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Ped nextPedToAttack = _chaseState.GetNextPedToAttack();
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bool isNextTargetInRange = nextPedToAttack != null && _chaseState.IsInRange(nextPedToAttack);
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bool isCurrentTargetInRange = _currentlyEngagedPed != null && this.IsInRange(_currentlyEngagedPed);
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Ped nextPedToAttack = this.GetNextPedToAttack();
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bool isNextTargetInRange = nextPedToAttack != null && this.IsInRange(nextPedToAttack);
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if (isCurrentTargetInRange || isNextTargetInRange)
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{
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@ -68,14 +68,14 @@ namespace SanAndreasUnity.Behaviours.Peds.AI
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}
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else // we are close enough to leader
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{
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if (_currentlyEngagedPed != null && !_chaseState.IsInRange(_currentlyEngagedPed))
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if (_currentlyEngagedPed != null && !this.IsInRange(_currentlyEngagedPed))
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{
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// current target is not in range
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float currentDistance = Vector3.Distance(_currentlyEngagedPed.transform.position, _ped.transform.position);
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Ped nextPedToAttack = _chaseState.GetNextPedToAttack();
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Ped nextPedToAttack = this.GetNextPedToAttack();
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if (nextPedToAttack != null && _chaseState.IsInRange(nextPedToAttack))
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if (nextPedToAttack != null && this.IsInRange(nextPedToAttack))
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{
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// next target is in range - switch to it
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_currentlyEngagedPed = nextPedToAttack;
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@ -111,7 +111,7 @@ namespace SanAndreasUnity.Behaviours.Peds.AI
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// this we do every frame: if we are close enough to leader and have no target, find one
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if (!this.IsFarAwayFromLeader() && null == _currentlyEngagedPed)
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{
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_currentlyEngagedPed = _chaseState.GetNextPedToAttack();
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_currentlyEngagedPed = this.GetNextPedToAttack();
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}
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// update attacking or following
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@ -301,7 +301,7 @@ namespace SanAndreasUnity.Behaviours.Peds.AI
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}
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}
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bool IsMemberOfOurGroup(Ped ped)
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public bool IsMemberOfOurGroup(Ped ped)
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{
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if (this.TargetPed == null) // we are not part of any group
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return false;
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@ -316,7 +316,7 @@ namespace SanAndreasUnity.Behaviours.Peds.AI
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return false;
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}
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bool IsFarAwayFromLeader()
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public bool IsFarAwayFromLeader()
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{
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return Vector2.Distance(
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_ped.transform.position.ToVec2WithXAndZ(),
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