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using UnityEngine;
namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityPhysics
{
[TaskCategory("Basic/Physics")]
[TaskDescription("Casts a sphere against all colliders in the scene. Returns success if a collider was hit.")]
[HelpURL("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=117")]
public class SphereCast : Action
{
[Tooltip("Starts the spherecast at the GameObject's position. If null the originPosition will be used")]
public SharedGameObject originGameObject;
[Tooltip("Starts the sherecast at the position. Only used if originGameObject is null")]
public SharedVector3 originPosition;
[Tooltip("The radius of the spherecast")]
public SharedFloat radius;
[Tooltip("The direction of the spherecast")]
public SharedVector3 direction;
[Tooltip("The length of the spherecast. 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 spherecast")]
public SharedGameObject storeHitObject;
[SharedRequired]
[Tooltip("Stores the hit point of the spherecast")]
public SharedVector3 storeHitPoint;
[SharedRequired]
[Tooltip("Stores the hit normal of the spherecast")]
public SharedVector3 storeHitNormal;
[SharedRequired]
[Tooltip("Stores the hit distance of the spherecast")]
public SharedFloat storeHitDistance;
public override TaskStatus OnUpdate()
{
Vector3 position;
Vector3 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;
}
RaycastHit hit;
if (Physics.SphereCast(position, radius.Value, dir, out hit, distance.Value == -1 ? Mathf.Infinity : distance.Value, layerMask)) {
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 = Vector3.zero;
radius = 0;
direction = Vector3.zero;
distance = -1;
layerMask = -1;
space = Space.Self;
}
}
}
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