110 lines
4.6 KiB
C#
110 lines
4.6 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions.PhysicsTasks
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{
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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[Opsive.Shared.Utility.Category("Physics")]
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[Opsive.Shared.Utility.Description("Performs box/sphere/capsule cast with direction, distance, and hit detection.")]
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public class CastShape : TargetGameObjectAction
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{
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/// <summary>
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/// Specifies the cast shape type.
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/// </summary>
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public enum CastType
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{
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Box,
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Sphere,
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Capsule
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}
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[Tooltip("The cast type.")]
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[SerializeField] protected CastType m_CastType = CastType.Sphere;
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[Tooltip("The origin of the cast.")]
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[SerializeField] protected SharedVariable<Vector3> m_Origin;
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[Tooltip("The direction of the cast.")]
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[SerializeField] protected SharedVariable<Vector3> m_Direction;
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[Tooltip("The cast distance.")]
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[SerializeField] protected SharedVariable<float> m_Distance = 10.0f;
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[Tooltip("The size of the cast shape (radius for sphere, halfExtents for box, radius/height for capsule).")]
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[SerializeField] protected SharedVariable<Vector3> m_Size = Vector3.one;
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[Tooltip("The layer mask to filter hits.")]
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[SerializeField] protected LayerMask m_LayerMask = -1;
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[Tooltip("Whether a hit was detected.")]
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[SerializeField] [RequireShared] protected SharedVariable<bool> m_HitDetected;
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[Tooltip("The hit point if a hit was detected.")]
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[SerializeField] [RequireShared] protected SharedVariable<Vector3> m_HitPoint;
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[Tooltip("The hit normal if a hit was detected.")]
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[SerializeField] [RequireShared] protected SharedVariable<Vector3> m_HitNormal;
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[Tooltip("The GameObject that was hit.")]
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[SerializeField] [RequireShared] protected SharedVariable<GameObject> m_HitGameObject;
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/// <summary>
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/// Performs the shape cast.
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/// </summary>
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/// <returns>The status of the action.</returns>
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public override TaskStatus OnUpdate()
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{
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var origin = m_Origin.Value != Vector3.zero ? m_Origin.Value : (m_ResolvedTransform != null ? m_ResolvedTransform.position : Vector3.zero);
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var direction = m_Direction.Value != Vector3.zero ? m_Direction.Value : (m_ResolvedTransform != null ? m_ResolvedTransform.forward : Vector3.forward);
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RaycastHit hit = default(RaycastHit);
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bool hitDetected = false;
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switch (m_CastType) {
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case CastType.Box:
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hitDetected = Physics.BoxCast(origin, m_Size.Value * 0.5f, direction.normalized, out hit, Quaternion.identity, m_Distance.Value, m_LayerMask);
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break;
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case CastType.Sphere:
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hitDetected = Physics.SphereCast(origin, m_Size.Value.x, direction.normalized, out hit, m_Distance.Value, m_LayerMask);
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break;
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case CastType.Capsule:
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var point1 = origin + Vector3.up * m_Size.Value.y;
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var point2 = origin - Vector3.up * m_Size.Value.y;
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hitDetected = Physics.CapsuleCast(point1, point2, m_Size.Value.x, direction.normalized, out hit, m_Distance.Value, m_LayerMask);
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break;
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default:
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hitDetected = false;
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break;
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}
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if (hitDetected) {
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m_HitDetected.Value = true;
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m_HitPoint.Value = hit.point;
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m_HitNormal.Value = hit.normal;
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m_HitGameObject.Value = hit.collider.gameObject;
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} else {
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m_HitDetected.Value = false;
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m_HitPoint.Value = Vector3.zero;
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m_HitNormal.Value = Vector3.zero;
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m_HitGameObject.Value = null;
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}
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return TaskStatus.Success;
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}
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/// <summary>
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/// Resets the action values back to their default.
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/// </summary>
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public override void Reset()
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{
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base.Reset();
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m_CastType = CastType.Sphere;
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m_Origin = null;
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m_Direction = null;
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m_Distance = 10.0f;
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m_Size = Vector3.one;
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m_LayerMask = -1;
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m_HitDetected = null;
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m_HitPoint = null;
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m_HitNormal = null;
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m_HitGameObject = null;
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}
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}
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}
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#endif |