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2026-05-10 11:47:55 -04:00

106 lines
4.2 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.CharacterControllerTasks
{
using Opsive.GraphDesigner.Runtime.Variables;
using UnityEngine;
[Opsive.Shared.Utility.Category("Character Controller")]
[Opsive.Shared.Utility.Description("Teleports CharacterController to position with validation, ground snapping, and rotation.")]
public class Teleport : TargetGameObjectAction
{
[Tooltip("The target position.")]
[SerializeField] protected SharedVariable<Vector3> m_TargetPosition;
[Tooltip("The target rotation (Euler angles). Set to negative infinity to keep current.")]
[SerializeField] protected SharedVariable<Vector3> m_TargetRotation = new Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
[Tooltip("Whether to snap to ground after teleport.")]
[SerializeField] protected SharedVariable<bool> m_SnapToGround = false;
[Tooltip("The ground detection distance for snapping.")]
[SerializeField] protected SharedVariable<float> m_GroundSnapDistance = 1.0f;
[Tooltip("The layer mask for ground detection.")]
[SerializeField] protected LayerMask m_GroundLayerMask = -1;
[Tooltip("Whether the teleport was successful (output).")]
[SerializeField] [RequireShared] protected SharedVariable<bool> m_TeleportSuccessful;
private CharacterController m_ResolvedCharacterController;
private bool m_HasTeleported;
/// <summary>
/// Called when the state machine is initialized.
/// </summary>
/// <summary>
/// Initializes the target GameObject.
/// </summary>
protected override void InitializeTarget()
{
base.InitializeTarget();
m_ResolvedCharacterController = m_ResolvedGameObject.GetComponent<CharacterController>();
}
/// <summary>
/// Called when the action starts.
/// </summary>
public override void OnStart()
{
base.OnStart();
m_HasTeleported = false;
m_TeleportSuccessful.Value = false;
}
/// <summary>
/// Updates the teleport operation.
/// </summary>
/// <returns>The status of the action.</returns>
public override TaskStatus OnUpdate()
{
if (m_ResolvedCharacterController == null) {
return TaskStatus.Success;
}
if (!m_HasTeleported) {
var targetPosition = m_TargetPosition.Value;
if (m_SnapToGround.Value) {
RaycastHit hit;
var origin = targetPosition + Vector3.up * m_GroundSnapDistance.Value;
if (Physics.Raycast(origin, Vector3.down, out hit, m_GroundSnapDistance.Value * 2.0f, m_GroundLayerMask)) {
targetPosition.y = hit.point.y + m_ResolvedCharacterController.height * 0.5f + m_ResolvedCharacterController.skinWidth;
}
}
m_ResolvedCharacterController.enabled = false;
m_ResolvedTransform.position = targetPosition;
m_ResolvedCharacterController.enabled = true;
if (m_TargetRotation.Value.x != float.NegativeInfinity) {
m_ResolvedTransform.eulerAngles = m_TargetRotation.Value;
}
m_HasTeleported = true;
m_TeleportSuccessful.Value = true;
}
return TaskStatus.Success;
}
/// <summary>
/// Resets the action values back to their default.
/// </summary>
public override void Reset()
{
base.Reset();
m_TargetPosition = null;
m_TargetRotation = new Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity);
m_SnapToGround = false;
m_GroundSnapDistance = 1.0f;
m_GroundLayerMask = -1;
m_TeleportSuccessful = null;
}
}
}
#endif