111 lines
2.9 KiB
C#
111 lines
2.9 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2014. All rights reserved.
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namespace HutongGames.PlayMaker.Actions
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{
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[ActionCategory(ActionCategory.NavMesh)]
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[Tooltip("Sample the NavMesh closest to the point specified. \nYou can dispatch events If terminated before reaching the target position or not. \nYou can then store information about the location (navMeshHit).")]
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public class NavMeshSamplePosition : FsmStateAction
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{
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[ActionSection("Set up")]
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[RequiredField]
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[Tooltip("The origin of the sample query.")]
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public FsmVector3 sourcePosition;
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[RequiredField]
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[Tooltip("The mask specifying which NavMesh layer is allowed when finding the nearest point.")]
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public FsmInt allowedMask;
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[Tooltip("Sample within this distance from sourcePosition.")]
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public FsmFloat maxDistance;
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[ActionSection("Result")]
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[Tooltip("True if a nearest point is found.")]
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public FsmBool nearestPointFound;
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[Tooltip("Trigger event if a nearest point is found.")]
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public FsmEvent nearestPointFoundEvent;
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[Tooltip("Trigger event if a nearest point is not found.")]
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public FsmEvent nearestPointNotFoundEvent;
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[ActionSection("Hit information of the sample")]
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[Tooltip("Position of hit")]
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public FsmVector3 position;
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[Tooltip("Normal at the point of hit")]
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public FsmVector3 normal;
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[Tooltip("Distance to the point of hit")]
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public FsmFloat distance;
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[Tooltip("Mask specifying NavMeshLayers at point of hit.")]
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public FsmInt mask;
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[Tooltip("Flag when hit")]
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public FsmBool hit;
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public override void Reset()
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{
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sourcePosition = new FsmVector3 { UseVariable = true };
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allowedMask = new FsmInt { Value = -1}; // so that by default mask is "everything"
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maxDistance = new FsmFloat();
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maxDistance.Value = 10;
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nearestPointFound = new FsmBool { UseVariable = true };
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nearestPointFoundEvent = null;
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nearestPointNotFoundEvent = null;
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position = new FsmVector3 { UseVariable = true};
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normal = new FsmVector3 { UseVariable = true};
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distance = new FsmFloat { UseVariable = true};
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mask = new FsmInt { UseVariable = true};
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hit = new FsmBool { UseVariable = true};
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}
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public override void OnEnter()
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{
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DoSamplePosition();
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Finish();
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}
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void DoSamplePosition()
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{
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UnityEngine.AI.NavMeshHit _NavMeshHit;
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bool _nearestPointFound = UnityEngine.AI.NavMesh.SamplePosition(sourcePosition.Value,out _NavMeshHit,maxDistance.Value,allowedMask.Value);
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nearestPointFound.Value = _nearestPointFound;
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position.Value = _NavMeshHit.position;
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normal.Value = _NavMeshHit.normal;
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distance.Value = _NavMeshHit.distance;
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mask.Value = _NavMeshHit.mask;
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hit.Value = _NavMeshHit.hit;
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if (_nearestPointFound)
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{
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if ( ! FsmEvent.IsNullOrEmpty(nearestPointFoundEvent) ){
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Fsm.Event(nearestPointFoundEvent);
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}
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}else
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{
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if (! FsmEvent.IsNullOrEmpty(nearestPointNotFoundEvent) ){
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Fsm.Event(nearestPointNotFoundEvent);
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}
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}
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}
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}
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} |