Files
2024-11-20 15:21:28 +01:00

98 lines
2.6 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Input)]
[Tooltip("Perform a Mouse Pick on the scene from the Main Camera and stores the results. Use Ray Distance to set how close the camera must be to pick the object.")]
public class MousePick : FsmStateAction
{
[RequiredField]
[Tooltip("Set the length of the ray to cast from the Main Camera.")]
public FsmFloat rayDistance = 100f;
[UIHint(UIHint.Variable)]
[Tooltip("Set Bool variable true if an object was picked, false if not.")]
public FsmBool storeDidPickObject;
[UIHint(UIHint.Variable)]
[Tooltip("Store the picked GameObject.")]
public FsmGameObject storeGameObject;
[UIHint(UIHint.Variable)]
[Tooltip("Store the point of contact.")]
public FsmVector3 storePoint;
[UIHint(UIHint.Variable)]
[Tooltip("Store the normal at the point of contact.")]
public FsmVector3 storeNormal;
[UIHint(UIHint.Variable)]
[Tooltip("Store the distance to the point of contact.")]
public FsmFloat storeDistance;
[UIHint(UIHint.Layer)]
[Tooltip("Pick only from these layers.")]
public FsmInt[] layerMask;
[Tooltip("Invert the mask, so you pick from all layers except those defined above.")]
public FsmBool invertMask;
[Tooltip("Repeat every frame.")]
public bool everyFrame;
public override void Reset()
{
rayDistance = 100f;
storeDidPickObject = null;
storeGameObject = null;
storePoint = null;
storeNormal = null;
storeDistance = null;
layerMask = new FsmInt[0];
invertMask = false;
everyFrame = false;
}
public override void OnEnter()
{
DoMousePick();
if (!everyFrame)
{
Finish();
}
}
public override void OnUpdate()
{
DoMousePick();
}
private void DoMousePick()
{
var hitInfo = ActionHelpers.MousePick(rayDistance.Value, ActionHelpers.LayerArrayToLayerMask(layerMask, invertMask.Value));
var didPick = hitInfo.collider != null;
storeDidPickObject.Value = didPick;
if (didPick)
{
storeGameObject.Value = hitInfo.collider.gameObject;
storeDistance.Value = hitInfo.distance;
storePoint.Value = hitInfo.point;
storeNormal.Value = hitInfo.normal;
}
else
{
// TODO: not sure if this is the right strategy...
storeGameObject.Value = null;
storeDistance.Value = Mathf.Infinity;
storePoint.Value = Vector3.zero;
storeNormal.Value = Vector3.zero;
}
}
}
}