114 lines
4.4 KiB
C#
114 lines
4.4 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 System.Collections.Generic;
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using UnityEngine;
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[Opsive.Shared.Utility.Category("Character Controller")]
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[Opsive.Shared.Utility.Description("Detects CharacterController collisions with filtering, tag/layer checks, and collision reporting.")]
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public class DetectCollisions : TargetGameObjectAction
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{
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[Tooltip("The detection radius (extends beyond controller radius).")]
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[SerializeField] protected SharedVariable<float> m_DetectionRadius = 0.1f;
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[Tooltip("The layer mask to filter collisions.")]
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[SerializeField] protected LayerMask m_CollisionLayerMask = -1;
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[Tooltip("The required tag. Leave empty to ignore tag filtering.")]
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[SerializeField] protected SharedVariable<string> m_RequiredTag = "";
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[Tooltip("The number of collisions detected (output).")]
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[SerializeField] [RequireShared] protected SharedVariable<int> m_CollisionCount;
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[Tooltip("The first colliding GameObject (output).")]
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[SerializeField] [RequireShared] protected SharedVariable<GameObject> m_FirstCollision;
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[Tooltip("The list of all colliding GameObjects (output).")]
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[SerializeField] [RequireShared] protected SharedVariable<List<GameObject>> m_AllCollisions;
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private CharacterController m_ResolvedCharacterController;
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private Collider[] m_Colliders = new Collider[20];
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private List<GameObject> m_CollisionList;
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/// <summary>
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/// Called when the state machine starts.
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/// </summary>
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public override void OnAwake()
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{
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base.OnAwake();
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if (m_AllCollisions.Value == null) {
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m_AllCollisions.Value = new List<GameObject>();
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}
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m_CollisionList = m_AllCollisions.Value;
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}
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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 collision detection.
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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_CollisionCount.Value = 0;
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m_FirstCollision.Value = null;
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m_CollisionList.Clear();
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return TaskStatus.Success;
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}
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m_CollisionList.Clear();
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var totalRadius = m_ResolvedCharacterController.radius + m_DetectionRadius.Value;
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var center = m_ResolvedTransform.position + m_ResolvedCharacterController.center;
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var hitCount = Physics.OverlapSphereNonAlloc(center, totalRadius, m_Colliders, m_CollisionLayerMask);
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GameObject firstCollision = null;
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for (int i = 0; i < hitCount; ++i) {
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if (m_Colliders[i] == null || m_Colliders[i] == m_ResolvedCharacterController) {
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continue;
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}
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var go = m_Colliders[i].gameObject;
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var tagMatches = string.IsNullOrEmpty(m_RequiredTag.Value) || go.CompareTag(m_RequiredTag.Value);
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if (tagMatches) {
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m_CollisionList.Add(go);
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if (firstCollision == null) {
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firstCollision = go;
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}
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}
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}
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m_CollisionCount.Value = m_CollisionList.Count;
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m_FirstCollision.Value = firstCollision;
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m_AllCollisions.Value = m_CollisionList;
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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_DetectionRadius = 0.1f;
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m_CollisionLayerMask = -1;
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m_RequiredTag = "";
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m_CollisionCount = null;
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m_FirstCollision = null;
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m_AllCollisions = null;
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}
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}
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}
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#endif |