using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityPhysics2D { [TaskCategory("Basic/Physics2D")] [TaskDescription("Casts a ray 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 Raycast : Action { [Tooltip("Starts the ray at the GameObject's position. If null the originPosition will be used.")] public SharedGameObject originGameObject; [Tooltip("Starts the ray at the position. Only used if originGameObject is null.")] public SharedVector2 originPosition; [Tooltip("The direction of the ray")] 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("Cast the ray in 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 raycast.")] public SharedGameObject storeHitObject; [SharedRequired] [Tooltip("Stores the hit point of the raycast.")] public SharedVector2 storeHitPoint; [SharedRequired] [Tooltip("Stores the hit normal of the raycast.")] public SharedVector2 storeHitNormal; [SharedRequired] [Tooltip("Stores the hit distance of the raycast.")] 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.Raycast(position, 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; #if !UNITY_4_3 storeHitDistance.Value = hit.distance; #endif return TaskStatus.Success; } return TaskStatus.Failure; } public override void OnReset() { originGameObject = null; originPosition = Vector2.zero; direction = Vector2.zero; distance = -1; layerMask = -1; space = Space.Self; } } }