97 lines
3.9 KiB
C#
97 lines
3.9 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.CharacterControllerTasks
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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("Character Controller")]
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[Opsive.Shared.Utility.Description("Checks ground beneath CharacterController with distance, normal, and surface detection.")]
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public class CheckGround : TargetGameObjectAction
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{
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[Tooltip("The ground check distance.")]
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[SerializeField] protected SharedVariable<float> m_GroundCheckDistance = 1.0f;
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[Tooltip("The layer mask for ground detection.")]
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[SerializeField] protected LayerMask m_GroundLayerMask = -1;
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[Tooltip("Whether ground was detected (output).")]
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[SerializeField] [RequireShared] protected SharedVariable<bool> m_GroundDetected;
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[Tooltip("The distance to ground (output).")]
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[SerializeField] [RequireShared] protected SharedVariable<float> m_GroundDistance;
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[Tooltip("The ground surface normal (output).")]
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[SerializeField] [RequireShared] protected SharedVariable<Vector3> m_GroundNormal;
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[Tooltip("The ground hit point (output).")]
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[SerializeField] [RequireShared] protected SharedVariable<Vector3> m_GroundHitPoint;
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[Tooltip("The GameObject that was hit (output).")]
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[SerializeField] [RequireShared] protected SharedVariable<GameObject> m_GroundGameObject;
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private CharacterController m_ResolvedCharacterController;
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/// <summary>
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/// Called when the state machine is initialized.
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/// </summary>
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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_ResolvedCharacterController = m_ResolvedGameObject.GetComponent<CharacterController>();
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}
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/// <summary>
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/// Updates the ground check.
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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_ResolvedCharacterController == null) {
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m_GroundDetected.Value = false;
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m_GroundDistance.Value = float.MaxValue;
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return TaskStatus.Success;
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}
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var origin = m_ResolvedTransform.position + m_ResolvedCharacterController.center;
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var maxDistance = m_GroundCheckDistance.Value + m_ResolvedCharacterController.height * 0.5f;
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RaycastHit hit;
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var groundDetected = Physics.Raycast(origin, Vector3.down, out hit, maxDistance, m_GroundLayerMask);
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if (groundDetected) {
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m_GroundDetected.Value = true;
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m_GroundDistance.Value = hit.distance - m_ResolvedCharacterController.height * 0.5f;
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m_GroundNormal.Value = hit.normal;
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m_GroundHitPoint.Value = hit.point;
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m_GroundGameObject.Value = hit.collider.gameObject;
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} else {
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m_GroundDetected.Value = false;
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m_GroundDistance.Value = float.MaxValue;
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m_GroundNormal.Value = Vector3.up;
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m_GroundHitPoint.Value = Vector3.zero;
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m_GroundGameObject.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_GroundCheckDistance = 1.0f;
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m_GroundLayerMask = -1;
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m_GroundDetected = null;
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m_GroundDistance = null;
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m_GroundNormal = null;
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m_GroundHitPoint = null;
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m_GroundGameObject = null;
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}
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}
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}
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#endif |