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

94 lines
2.4 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Camera)]
[Tooltip("Transforms position from world space into screen space. NOTE: Uses the MainCamera!")]
public class WorldToScreenPoint : FsmStateAction
{
[UIHint(UIHint.Variable)]
[Tooltip("World position to transform into screen coordinates.")]
public FsmVector3 worldPosition;
[Tooltip("World X position.")]
public FsmFloat worldX;
[Tooltip("World Y position.")]
public FsmFloat worldY;
[Tooltip("World Z position.")]
public FsmFloat worldZ;
[UIHint(UIHint.Variable)]
[Tooltip("Store the screen position in a Vector3 Variable. Z will equal zero.")]
public FsmVector3 storeScreenPoint;
[UIHint(UIHint.Variable)]
[Tooltip("Store the screen X position in a Float Variable.")]
public FsmFloat storeScreenX;
[UIHint(UIHint.Variable)]
[Tooltip("Store the screen Y position in a Float Variable.")]
public FsmFloat storeScreenY;
[Tooltip("Normalize screen coordinates (0-1). Otherwise coordinates are in pixels.")]
public FsmBool normalize;
[Tooltip("Repeat every frame")]
public bool everyFrame;
public override void Reset()
{
worldPosition = null;
// default axis to variable dropdown with None selected.
worldX = new FsmFloat { UseVariable = true };
worldY = new FsmFloat { UseVariable = true };
worldZ = new FsmFloat { UseVariable = true };
storeScreenPoint = null;
storeScreenX = null;
storeScreenY = null;
everyFrame = false;
}
public override void OnEnter()
{
DoWorldToScreenPoint();
if (!everyFrame)
{
Finish();
}
}
public override void OnUpdate()
{
DoWorldToScreenPoint();
}
void DoWorldToScreenPoint()
{
if (Camera.main == null)
{
LogError("No MainCamera defined!");
Finish();
return;
}
var position = Vector3.zero;
if(!worldPosition.IsNone) position = worldPosition.Value;
if (!worldX.IsNone) position.x = worldX.Value;
if (!worldY.IsNone) position.y = worldY.Value;
if (!worldZ.IsNone) position.z = worldZ.Value;
position = Camera.main.WorldToScreenPoint(position);
if (normalize.Value)
{
position.x /= Screen.width;
position.y /= Screen.height;
}
storeScreenPoint.Value = position;
storeScreenX.Value = position.x;
storeScreenY.Value = position.y;
}
}
}