114 lines
4.9 KiB
C#
114 lines
4.9 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.PhysicsTasks
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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("Physics")]
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[Opsive.Shared.Utility.Description("Performs box/sphere/capsule overlap check with layer mask, tag filter, and result collection.")]
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public class OverlapShape : TargetGameObjectAction
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{
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/// <summary>
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/// Specifies the overlap shape type.
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/// </summary>
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public enum OverlapType
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{
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Box,
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Sphere,
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Capsule
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}
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[Tooltip("The overlap type.")]
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[SerializeField] protected OverlapType m_OverlapType = OverlapType.Sphere;
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[Tooltip("The center of the overlap shape.")]
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[SerializeField] protected SharedVariable<Vector3> m_Center;
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[Tooltip("The size of the overlap shape (radius for sphere, halfExtents for box, radius/height for capsule).")]
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[SerializeField] protected SharedVariable<Vector3> m_Size = Vector3.one;
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[Tooltip("The rotation of the overlap shape. Only used for Box.")]
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[SerializeField] protected SharedVariable<Quaternion> m_Rotation;
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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("The minimum number of overlaps required.")]
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[SerializeField] protected SharedVariable<int> m_MinOverlaps = 0;
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[Tooltip("Whether overlaps were detected.")]
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[SerializeField] [RequireShared] protected SharedVariable<bool> m_OverlapsDetected;
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[Tooltip("The number of overlaps detected.")]
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[SerializeField] [RequireShared] protected SharedVariable<int> m_OverlapCount;
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[Tooltip("The GameObjects that were overlapped.")]
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[SerializeField] [RequireShared] protected SharedVariable<GameObject[]> m_OverlappedGameObjects;
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private Collider[] m_HitColliders = new Collider[50];
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private List<GameObject> m_OverlappedList = new List<GameObject>();
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/// <summary>
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/// Performs the shape overlap 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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var center = m_Center.Value != Vector3.zero ? m_Center.Value : (m_ResolvedTransform != null ? m_ResolvedTransform.position : Vector3.zero);
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var rotation = m_Rotation.Value != Quaternion.identity ? m_Rotation.Value : (m_ResolvedTransform != null ? m_ResolvedTransform.rotation : Quaternion.identity);
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var hitCount = 0;
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switch (m_OverlapType) {
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case OverlapType.Box:
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hitCount = Physics.OverlapBoxNonAlloc(center, m_Size.Value * 0.5f, m_HitColliders, rotation, m_LayerMask);
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break;
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case OverlapType.Sphere:
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hitCount = Physics.OverlapSphereNonAlloc(center, m_Size.Value.x, m_HitColliders, m_LayerMask);
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break;
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case OverlapType.Capsule:
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var point1 = center + Vector3.up * m_Size.Value.y;
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var point2 = center - Vector3.up * m_Size.Value.y;
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hitCount = Physics.OverlapCapsuleNonAlloc(point1, point2, m_Size.Value.x, m_HitColliders, m_LayerMask);
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break;
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}
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m_OverlappedList.Clear();
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for (int i = 0; i < hitCount; ++i) {
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if (m_HitColliders[i] == null) {
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continue;
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}
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var tagMatches = string.IsNullOrEmpty(m_RequiredTag.Value) || m_HitColliders[i].CompareTag(m_RequiredTag.Value);
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if (tagMatches) {
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m_OverlappedList.Add(m_HitColliders[i].gameObject);
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}
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}
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m_OverlapCount.Value = m_OverlappedList.Count;
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m_OverlapsDetected.Value = m_OverlapCount.Value >= m_MinOverlaps.Value;
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m_OverlappedGameObjects.Value = m_OverlappedList.ToArray();
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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_OverlapType = OverlapType.Sphere;
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m_Center = null;
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m_Size = Vector3.one;
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m_Rotation = null;
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m_LayerMask = -1;
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m_RequiredTag = "";
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m_MinOverlaps = 0;
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m_OverlapsDetected = null;
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m_OverlapCount = null;
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m_OverlappedGameObjects = null;
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}
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}
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}
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#endif |