47 lines
1.6 KiB
C#
47 lines
1.6 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.Math
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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("Math")]
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[Opsive.Shared.Utility.Description("Projects a Vector2 onto another Vector2.")]
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public class Vector2Project : Action
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{
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[Tooltip("The Vector2 to project.")]
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[SerializeField] protected SharedVariable<Vector2> m_Vector;
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[Tooltip("The Vector2 to project onto.")]
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[SerializeField] protected SharedVariable<Vector2> m_OnNormal;
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[Tooltip("The resulting projected Vector2.")]
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[SerializeField] [RequireShared] protected SharedVariable<Vector2> m_Result;
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/// <summary>
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/// Projects a Vector2 onto another Vector2.
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/// </summary>
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private Vector2 Project(Vector2 vector, Vector2 onNormal)
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{
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var sqrMagnitude = onNormal.sqrMagnitude;
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if (sqrMagnitude < Mathf.Epsilon) {
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return Vector2.zero;
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}
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return onNormal * (Vector2.Dot(vector, onNormal) / sqrMagnitude);
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}
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/// <summary>
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/// Projects the Vector2 onto the other Vector2.
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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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m_Result.Value = Project(m_Vector.Value, m_OnNormal.Value);
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return TaskStatus.Success;
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}
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}
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}
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#endif |