107 lines
4.3 KiB
C#
107 lines
4.3 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.CameraTasks
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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("Camera")]
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[Opsive.Shared.Utility.Description("Casts a ray from the mouse position through the camera into the world to detect objects.")]
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public class MouseRaycast : TargetGameObjectAction
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{
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[Tooltip("The maximum distance of the raycast.")]
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[SerializeField] protected SharedVariable<float> m_MaxDistance = Mathf.Infinity;
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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("The tag to filter hits. Leave empty to ignore tag filtering.")]
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[SerializeField] protected SharedVariable<string> m_RequiredTag = "";
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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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[Tooltip("The distance to the hit point.")]
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[SerializeField] [RequireShared] protected SharedVariable<float> m_HitDistance;
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private Camera m_ResolvedCamera;
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/// <summary>
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/// Initializes the target GameObject.
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/// </summary>
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protected override void InitializeTarget()
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{
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base.InitializeTarget();
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m_ResolvedCamera = m_ResolvedGameObject.GetComponent<Camera>();
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if (m_ResolvedCamera == null) {
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m_ResolvedCamera = Camera.main;
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if (m_ResolvedCamera == null) {
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Debug.LogError("MouseRaycast: Unable to find a camera.");
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}
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}
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}
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/// <summary>
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/// Performs the mouse raycast with filtering.
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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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if (m_ResolvedCamera == null) {
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return TaskStatus.Success;
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}
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var ray = m_ResolvedCamera.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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var hitDetected = Physics.Raycast(ray, out hit, m_MaxDistance.Value, m_LayerMask);
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if (hitDetected) {
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var tagMatches = string.IsNullOrEmpty(m_RequiredTag.Value) || hit.collider.CompareTag(m_RequiredTag.Value);
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if (tagMatches) {
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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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m_HitDistance.Value = hit.distance;
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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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m_HitDistance.Value = 0.0f;
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}
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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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m_HitDistance.Value = 0.0f;
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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_MaxDistance = Mathf.Infinity;
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m_LayerMask = -1;
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m_RequiredTag = "";
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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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m_HitDistance = null;
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}
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}
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}
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#endif |