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Question by Mïglu · Mar 23, 2013 at 06:21 PM · aibehavior

Best behavior scheduling method

What is the best way of linking behaviors into arbitrary chains? For example, applying a force in every frame until the object reaches some point could be one behavior, then doing the same until a different point could be another one. There are no tools for this purpose on the asset store, at least no free ones.

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avatar image whydoidoit · Mar 23, 2013 at 10:57 PM 0
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You could use my free State$$anonymous$$achine framework on http://unitygems.com or you could use a coroutine for simple cases or a behaviour controller. See my answer (about to post).

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Answer by whydoidoit · Mar 23, 2013 at 11:04 PM

Use a coroutine:

  Vector3 target;
  Vector3 targetRotation;
  Color targetColor;

  
   IEnumerator DoStuff()
   {
        var direction = (target - transform.position).normalized;
        float distance;
        //First move
        while((distance = Vector3.Distance(target, transform.position)) > 0.1f)
        {
            transform.position += direction * Mathf.Min(distance, Time.deltaTime);
            yield return null;
        }
        //Then rotate
        while(Vector3.Distance(targetRotation.eulerAngles, transform.eulerAngles) > 1f)
        {
            transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 2);
            yield return null;
        }
        //Then change the color
        var t = 0f;
        var original = renderer.material.color;
        while(t < 1)
        {
              renderer.material.color = Color.Lerp(original, targetColor, t);
              t += Time.deltaTime;
              yield return null;
        }
        renderer.material.color = targetColor;
        
   }

Or you could attach a behaviour that just does each individual action as a separate script to the game object and have another script enable them/disable them as appropriate.

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Answer by Bunny83 · Mar 23, 2013 at 11:40 PM

Well, if you want to schedule arbitrary behaviours, i would do something like this:

 //C#
 public class ChainBehaviour : MonoBehaviour
 {
     public virtual Coroutine StartAction()
     {
         return StartCoroutine(Action());
     }
     public virtual IEnumerator Action()
     {
         yield break;
     }
 }
 
 public class AddForceUntilPositionReached : ChainBehaviour
 {
     public override IEnumerator Action()
     {
         while(position not reached)
         {
             AddForce
             yield return null;
         }
     }
 }
 
 public class ChainManager : ChainBehaviour
 {
     public ChainBehaviour[] behaviours; // assign in inspector
     
     public override IEnumerator Action()
     {
         foreach(var B in behaviours)
         {
             yield return B.StartAction();
         }
     }
 }

Now you can create as many script you want, just derive them from ChainBehaviour and override the "Action" coroutine. Just add them to the "behaviours" array on a ChainManager script. At some point just call StartAction() on the manager and it will run the tasks in the specified order. You can even cascade managers since it's also a ChainBehaviour ;)

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