82 lines
3.4 KiB
C#
82 lines
3.4 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.Physics2DTasks
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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("Physics2D")]
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[Opsive.Shared.Utility.Description("Performs 2D overlap circle detection with layer mask, tag filter, and result processing.")]
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public class OverlapCircle2D : TargetGameObjectAction
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{
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[Tooltip("The center of the overlap circle.")]
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[SerializeField] protected SharedVariable<Vector2> m_Center;
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[Tooltip("The radius of the overlap circle.")]
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[SerializeField] protected SharedVariable<float> m_Radius = 1.0f;
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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 List<GameObject> m_OverlappedList = new List<GameObject>();
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/// <summary>
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/// Performs the 2D overlap circle detection 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 == Vector2.zero && m_ResolvedTransform != null ? new Vector2(m_ResolvedTransform.position.x, m_ResolvedTransform.position.y) : m_Center.Value;
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var colliders = Physics2D.OverlapCircleAll(center, m_Radius.Value, m_LayerMask);
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m_OverlappedList.Clear();
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foreach (var collider in colliders) {
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if (collider == null) {
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continue;
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}
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var tagMatches = string.IsNullOrEmpty(m_RequiredTag.Value) || collider.CompareTag(m_RequiredTag.Value);
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if (tagMatches) {
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m_OverlappedList.Add(collider.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_Center = null;
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m_Radius = 1.0f;
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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 |