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