Files
Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/CharacterController/DetectCollisions.cs
2026-05-10 11:47:55 -04:00

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