// (c) Copyright HutongGames, LLC 2010-2014. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.NavMeshAgent)] [Tooltip("Trace movement towards a target postion in the NavMesh, without moving the agent. \n" + "You can dispatch events If terminated before reaching the target position or not. \n" + "You can then store information about the location (navMeshHit). \n" + "NOTE: The Game Object must have a NavMeshAgent component attached.")] public class AgentRayCast : FsmStateAction { [ActionSection("Set up")] [RequiredField] [Tooltip("The Game Object to work with. NOTE: The Game Object must have a NavMeshAgent component attached.")] [CheckForComponent(typeof(UnityEngine.AI.NavMeshAgent))] public FsmOwnerDefault gameObject; [RequiredField] [Tooltip("The desired end position of movement.")] [UIHint(UIHint.FsmVector3)] public FsmVector3 targetPosition; [ActionSection("Result")] [Tooltip("true If terminated before reaching target position.")] [UIHint(UIHint.Variable)] public FsmBool reachedBeforeTargetPosition; [Tooltip("Trigger event if sample reached before the target position.")] public FsmEvent reachedBeforeTargetPositionEvent; [Tooltip("Trigger event if sample reached after the target position.")] public FsmEvent reachedAfterTargetPositionEvent; [ActionSection("Hit information of the sample")] [Tooltip("Position of hit")] [UIHint(UIHint.Variable)] public FsmVector3 position; [Tooltip("Normal at the point of hit")] [UIHint(UIHint.Variable)] public FsmVector3 normal; [Tooltip("Distance to the point of hit")] [UIHint(UIHint.Variable)] public FsmFloat distance; [Tooltip("Mask specifying NavMeshLayers at point of hit.")] [UIHint(UIHint.Variable)] public FsmInt mask; [Tooltip("Flag when hit")] [UIHint(UIHint.Variable)] public FsmBool hit; private UnityEngine.AI.NavMeshAgent _agent; private void _getAgent() { GameObject go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) { return; } _agent = go.GetComponent(); } public override void Reset() { gameObject = null; targetPosition = null; reachedBeforeTargetPosition = null; reachedBeforeTargetPositionEvent = null; reachedAfterTargetPositionEvent = null; position = null; normal = null; distance = null; mask = null; hit = null; } public override void OnEnter() { _getAgent(); DoRaycast(); Finish(); } void DoRaycast() { if (_agent == null) { return; } UnityEngine.AI.NavMeshHit _NavMeshHit; bool _reachedBeforeTargetPosition = _agent.Raycast(targetPosition.Value,out _NavMeshHit); reachedBeforeTargetPosition.Value = _reachedBeforeTargetPosition; position.Value = _NavMeshHit.position; normal.Value = _NavMeshHit.normal; distance.Value = _NavMeshHit.distance; mask.Value = _NavMeshHit.mask; hit.Value = _NavMeshHit.hit; if (_reachedBeforeTargetPosition) { if ( ! FsmEvent.IsNullOrEmpty(reachedBeforeTargetPositionEvent) ){ Fsm.Event(reachedBeforeTargetPositionEvent); } }else { if (! FsmEvent.IsNullOrEmpty(reachedAfterTargetPositionEvent) ){ Fsm.Event(reachedAfterTargetPositionEvent); } } } } }