94 lines
2.4 KiB
C#
94 lines
2.4 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 world space into screen space. NOTE: Uses the MainCamera!")]
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public class WorldToScreenPoint : FsmStateAction
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{
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[UIHint(UIHint.Variable)]
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[Tooltip("World position to transform into screen coordinates.")]
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public FsmVector3 worldPosition;
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[Tooltip("World X position.")]
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public FsmFloat worldX;
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[Tooltip("World Y position.")]
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public FsmFloat worldY;
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[Tooltip("World Z position.")]
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public FsmFloat worldZ;
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[UIHint(UIHint.Variable)]
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[Tooltip("Store the screen position in a Vector3 Variable. Z will equal zero.")]
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public FsmVector3 storeScreenPoint;
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[UIHint(UIHint.Variable)]
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[Tooltip("Store the screen X position in a Float Variable.")]
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public FsmFloat storeScreenX;
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[UIHint(UIHint.Variable)]
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[Tooltip("Store the screen Y position in a Float Variable.")]
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public FsmFloat storeScreenY;
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[Tooltip("Normalize screen coordinates (0-1). Otherwise coordinates are in pixels.")]
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public FsmBool normalize;
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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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worldPosition = null;
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// default axis to variable dropdown with None selected.
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worldX = new FsmFloat { UseVariable = true };
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worldY = new FsmFloat { UseVariable = true };
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worldZ = new FsmFloat { UseVariable = true };
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storeScreenPoint = null;
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storeScreenX = null;
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storeScreenY = 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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DoWorldToScreenPoint();
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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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DoWorldToScreenPoint();
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}
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void DoWorldToScreenPoint()
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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(!worldPosition.IsNone) position = worldPosition.Value;
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if (!worldX.IsNone) position.x = worldX.Value;
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if (!worldY.IsNone) position.y = worldY.Value;
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if (!worldZ.IsNone) position.z = worldZ.Value;
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position = Camera.main.WorldToScreenPoint(position);
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if (normalize.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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storeScreenPoint.Value = position;
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storeScreenX.Value = position.x;
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storeScreenY.Value = position.y;
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}
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}
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} |