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using UnityEngine;
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namespace Pathfinding.Examples {
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/// <summary>Helper script in the example scene 'Turn Based'</summary>
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[RequireComponent(typeof(Animator))]
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[HelpURL("https://arongranberg.com/astar/documentation/stable/hexagontrigger.html")]
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public class HexagonTrigger : MonoBehaviour {
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Animator anim;
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bool visible;
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void Awake () {
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anim = GetComponent<Animator>();
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}
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/// <summary>[OnTriggerEnter]</summary>
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void OnTriggerEnter (Collider coll) {
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var unit = coll.GetComponentInParent<TurnBasedAI>();
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var node = AstarPath.active.GetNearest(transform.position).node;
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// Check if it is an agent and the agent is headed for this node
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if (unit != null && unit.targetNode == node) {
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visible = true;
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anim.CrossFade("show", 0.1f);
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}
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}
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/// <summary>[OnTriggerEnter]</summary>
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void OnTriggerExit (Collider coll) {
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if (coll.GetComponentInParent<TurnBasedAI>() != null && visible) {
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anim.CrossFade("hide", 0.1f);
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}
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}
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}
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}
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