Files
beyond/Assets/ThirdParty/PlayMaker/Actions/Camera/ScreenToWorldPoint.cs
2024-11-20 15:21:28 +01:00

100 lines
2.6 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Camera)]
[Tooltip("Transforms position from screen space into world space. NOTE: Uses the MainCamera!")]
public class ScreenToWorldPoint : FsmStateAction
{
[UIHint(UIHint.Variable)]
[Tooltip("Screen position as a vector.")]
public FsmVector3 screenVector;
[Tooltip("Screen X position in pixels or normalized. See Normalized.")]
public FsmFloat screenX;
[Tooltip("Screen X position in pixels or normalized. See Normalized.")]
public FsmFloat screenY;
[Tooltip("Distance into the screen in world units.")]
public FsmFloat screenZ;
[Tooltip("If true, X/Y coordinates are considered normalized (0-1), otherwise they are expected to be in pixels")]
public FsmBool normalized;
[UIHint(UIHint.Variable)]
[Tooltip("Store the world position in a vector3 variable.")]
public FsmVector3 storeWorldVector;
[UIHint(UIHint.Variable)]
[Tooltip("Store the world X position in a float variable.")]
public FsmFloat storeWorldX;
[UIHint(UIHint.Variable)]
[Tooltip("Store the world Y position in a float variable.")]
public FsmFloat storeWorldY;
[UIHint(UIHint.Variable)]
[Tooltip("Store the world Z position in a float variable.")]
public FsmFloat storeWorldZ;
[Tooltip("Repeat every frame")]
public bool everyFrame;
public override void Reset()
{
screenVector = null;
// default axis to variable dropdown with None selected.
screenX = new FsmFloat { UseVariable = true };
screenY = new FsmFloat { UseVariable = true };
screenZ = 1;
normalized = false;
storeWorldVector = null;
storeWorldX = null;
storeWorldY = null;
storeWorldZ = null;
everyFrame = false;
}
public override void OnEnter()
{
DoScreenToWorldPoint();
if (!everyFrame)
{
Finish();
}
}
public override void OnUpdate()
{
DoScreenToWorldPoint();
}
void DoScreenToWorldPoint()
{
if (Camera.main == null)
{
LogError("No MainCamera defined!");
Finish();
return;
}
var position = Vector3.zero;
if(!screenVector.IsNone) position = screenVector.Value;
if (!screenX.IsNone) position.x = screenX.Value;
if (!screenY.IsNone) position.y = screenY.Value;
if (!screenZ.IsNone) position.z = screenZ.Value;
if (normalized.Value)
{
position.x *= Screen.width;
position.y *= Screen.height;
}
position = Camera.main.ScreenToWorldPoint(position);
storeWorldVector.Value = position;
storeWorldX.Value = position.x;
storeWorldY.Value = position.y;
storeWorldZ.Value = position.z;
}
}
}