diff options
Diffstat (limited to 'Client/Assets/Behavior Designer/Runtime/Basic Tasks/Physics2D/Circlecast.cs')
-rw-r--r-- | Client/Assets/Behavior Designer/Runtime/Basic Tasks/Physics2D/Circlecast.cs | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Physics2D/Circlecast.cs b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Physics2D/Circlecast.cs new file mode 100644 index 00000000..516abc72 --- /dev/null +++ b/Client/Assets/Behavior Designer/Runtime/Basic Tasks/Physics2D/Circlecast.cs @@ -0,0 +1,73 @@ +using UnityEngine;
+
+namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityPhysics2D
+{
+ [TaskCategory("Basic/Physics2D")]
+ [TaskDescription("Casts a circle against all colliders in the scene. Returns success if a collider was hit.")]
+ [HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=118")]
+ public class Circlecast : Action
+ {
+ [Tooltip("Starts the circlecast at the GameObject's position. If null the originPosition will be used.")]
+ public SharedGameObject originGameObject;
+ [Tooltip("Starts the circlecast at the position. Only used if originGameObject is null.")]
+ public SharedVector2 originPosition;
+ [Tooltip("The radius of the circlecast")]
+ public SharedFloat radius;
+ [Tooltip("The direction of the circlecast")]
+ public SharedVector2 direction;
+ [Tooltip("The length of the ray. Set to -1 for infinity.")]
+ public SharedFloat distance = -1;
+ [Tooltip("Selectively ignore colliders.")]
+ public LayerMask layerMask = -1;
+ [Tooltip("Use world or local space. The direction is in world space if no GameObject is specified.")]
+ public Space space = Space.Self;
+
+ [SharedRequired]
+ [Tooltip("Stores the hit object of the circlecast.")]
+ public SharedGameObject storeHitObject;
+ [SharedRequired]
+ [Tooltip("Stores the hit point of the circlecast.")]
+ public SharedVector2 storeHitPoint;
+ [SharedRequired]
+ [Tooltip("Stores the hit normal of the circlecast.")]
+ public SharedVector2 storeHitNormal;
+ [SharedRequired]
+ [Tooltip("Stores the hit distance of the circlecast.")]
+ public SharedFloat storeHitDistance;
+
+ public override TaskStatus OnUpdate()
+ {
+ Vector2 position;
+ Vector2 dir = direction.Value;
+ if (originGameObject.Value != null) {
+ position = originGameObject.Value.transform.position;
+ if (space == Space.Self) {
+ dir = originGameObject.Value.transform.TransformDirection(direction.Value);
+ }
+ } else {
+ position = originPosition.Value;
+ }
+
+ var hit = Physics2D.CircleCast(position, radius.Value, dir, distance.Value == -1 ? Mathf.Infinity : distance.Value, layerMask);
+ if (hit.collider != null) {
+ storeHitObject.Value = hit.collider.gameObject;
+ storeHitPoint.Value = hit.point;
+ storeHitNormal.Value = hit.normal;
+ storeHitDistance.Value = hit.distance;
+ return TaskStatus.Success;
+ }
+ return TaskStatus.Failure;
+ }
+
+ public override void OnReset()
+ {
+ originGameObject = null;
+ originPosition = Vector2.zero;
+ direction = Vector2.zero;
+ radius = 0;
+ distance = -1;
+ layerMask = -1;
+ space = Space.Self;
+ }
+ }
+}
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