AISetTarget(target, [subject])
where:
- target: GameObject that the character should walk to, or 'none' to stop.
- subject: The character with the AICharacterControl script. Defaults to the speaker.
SequencerCommandAISetTarget.cs
Code: Select all
using UnityEngine;
namespace PixelCrushers.DialogueSystem.SequencerCommands
{
// Adds sequencer command AISetTarget(target, [subject])
//
// - target defaults to listener.
// - subject defaults to speaker.
public class SequencerCommandAISetTarget : SequencerCommand
{
public void Start()
{
var noTarget = GetParameter(0) == "none";
var target = noTarget ? null : GetSubject(0, listener);
var subject = GetSubject(1, speaker);
var ai = (subject != null) ? subject.GetComponent<UnityStandardAssets.Characters.ThirdPerson.AICharacterControl>() : null;
if (target == null && !noTarget)
{
Debug.LogWarning("Dialogue System: Sequencer: AISetTarget(" + GetParameters() + "): Can't find target " + GetParameter(0));
}
else if (subject == null)
{
Debug.LogWarning("Dialogue System: Sequencer: AISetTarget(" + GetParameters() + "): Can't find subject " + GetParameter(0));
}
else if (ai == null)
{
Debug.LogWarning("Dialogue System: Sequencer: AISetTarget(" + GetParameters() + "): Subject " + subject + " doesn't have an AICharacterControl script", subject);
}
else if (noTarget)
{
if (DialogueDebug.LogInfo) Debug.Log("Dialogue System: Sequencer: AISetTarget(target=(none), subject=" + subject + ")");
ai.SetTarget(null);
ai.agent.isStopped = true;
}
else
{
if (DialogueDebug.LogInfo) Debug.Log("Dialogue System: Sequencer: AISetTarget(target=" + target + ", subject=" + subject + ")");
ai.SetTarget(target);
}
Stop();
}
}
}