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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;
}
}
}
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