// (c) Copyright HutongGames, LLC 2010-2014. All rights reserved. namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.NavMesh)] [Tooltip("Trace a ray between two points on the NavMesh. \n" + "You can dispatch events If terminated before reaching the target position or not. \nYou can then store information about the location (navMeshHit). \n" + "NOTE: The Game Object must have a NavMeshAgent component attached.")] public class NavMeshRaycast : FsmStateAction { [ActionSection("Set up")] [RequiredField] [Tooltip("The origin of the ray.")] public FsmVector3 sourcePosition; [RequiredField] [Tooltip("The end of the ray.")] public FsmVector3 targetPosition; [RequiredField] [Tooltip("The mask specifying which NavMesh layers can be passed when tracing the ray.")] public FsmInt passableMask; [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; public override void Reset() { sourcePosition = null; targetPosition = null; passableMask = -1; // so that by default mask is "everything" reachedBeforeTargetPosition = null; reachedBeforeTargetPositionEvent = null; reachedAfterTargetPositionEvent = null; position = null; normal = null; distance = null; mask = null; hit = null; } public override void OnEnter() { DoRaycast(); Finish(); } void DoRaycast() { UnityEngine.AI.NavMeshHit _NavMeshHit; bool _reachedBeforeTargetPosition = UnityEngine.AI.NavMesh.Raycast(sourcePosition.Value,targetPosition.Value,out _NavMeshHit,passableMask.Value); 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); } } } } }