// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved. using UnityEngine; namespace HutongGames.PlayMaker.Actions { [ActionCategory(ActionCategory.Physics2D)] [Tooltip("Iterate through a list of all colliders that fall within a circular area." + "The colliders iterated are sorted in order of increasing Z coordinate. No iteration will take place if there are no colliders within the area.")] public class GetNextOverlapCircle2d: FsmStateAction { [ActionSection("Setup")] [Tooltip("Center of the circle area. \nOr use From Position parameter.")] public FsmOwnerDefault fromGameObject; [Tooltip("CEnter of the circle area as a world position. \nOr use fromGameObject parameter. If both define, will add fromPosition to the fromGameObject position")] public FsmVector2 fromPosition; [Tooltip("The circle radius")] public FsmFloat radius; [Tooltip("Only include objects with a Z coordinate (depth) greater than this value. leave to none for no effect")] public FsmInt minDepth; [Tooltip("Only include objects with a Z coordinate (depth) less than this value. leave to none")] public FsmInt maxDepth; [Tooltip("If you want to reset the iteration, raise this flag to true when you enter the state, it will indicate you want to start from the beginning again")] [UIHint(UIHint.Variable)] public FsmBool resetFlag; [ActionSection("Filter")] [UIHint(UIHint.Layer)] [Tooltip("Pick only from these layers.")] public FsmInt[] layerMask; [Tooltip("Invert the mask, so you pick from all layers except those defined above.")] public FsmBool invertMask; [ActionSection("Result")] [Tooltip("Store the number of colliders found for this overlap.")] [UIHint(UIHint.Variable)] public FsmInt collidersCount; [RequiredField] [UIHint(UIHint.Variable)] [Tooltip("Store the next collider in a GameObject variable.")] public FsmGameObject storeNextCollider; [Tooltip("Event to send to get the next collider.")] public FsmEvent loopEvent; [Tooltip("Event to send when there are no more colliders to iterate.")] public FsmEvent finishedEvent; private Collider2D[] colliders; private int colliderCount; // increment an index as we loop through children private int nextColliderIndex; public override void Reset() { fromGameObject = null; fromPosition = new FsmVector2 { UseVariable = true }; radius = 10; minDepth = new FsmInt { UseVariable = true }; maxDepth = new FsmInt { UseVariable = true }; layerMask = new FsmInt[0]; invertMask = false; resetFlag = null; collidersCount = null; storeNextCollider = null; loopEvent = null; finishedEvent = null; } public override void OnEnter() { if (colliders == null || resetFlag.Value) { nextColliderIndex = 0; colliders = GetOverlapCircleAll(); colliderCount = colliders.Length; collidersCount.Value = colliderCount; resetFlag.Value = false; } DoGetNextCollider(); Finish(); } private void DoGetNextCollider() { // no more colliders? // check first to avoid errors. if (nextColliderIndex >= colliderCount) { nextColliderIndex = 0; colliders = null; Fsm.Event(finishedEvent); return; } // get next collider storeNextCollider.Value = colliders[nextColliderIndex].gameObject; // no more colliders? // check a second time to avoid process lock and possible infinite loop if the action is called again. // Practically, this enabled calling again this state and it will start again iterating from the first child. if (nextColliderIndex >= colliderCount) { colliders = null; nextColliderIndex = 0; Fsm.Event(finishedEvent); return; } // iterate the next collider nextColliderIndex++; if (loopEvent != null) { Fsm.Event(loopEvent); } } private Collider2D[] GetOverlapCircleAll() { var fromGo = Fsm.GetOwnerDefaultTarget(fromGameObject); var fromPos = fromPosition.Value; if (fromGo!=null) { fromPos.x += fromGo.transform.position.x; fromPos.y += fromGo.transform.position.y; } if (minDepth.IsNone && maxDepth.IsNone) { return Physics2D.OverlapCircleAll(fromPos,radius.Value,ActionHelpers.LayerArrayToLayerMask(layerMask, invertMask.Value)); } var _minDepth = minDepth.IsNone? Mathf.NegativeInfinity:minDepth.Value; var _maxDepth = maxDepth.IsNone? Mathf.Infinity:maxDepth.Value; return Physics2D.OverlapCircleAll(fromPos,radius.Value,ActionHelpers.LayerArrayToLayerMask(layerMask, invertMask.Value),_minDepth,_maxDepth); } } }