Files
beyond/Assets/ThirdParty/PlayMaker/Actions/Physics2D/GetNextLineCast2d.cs
2024-11-20 15:21:28 +01:00

201 lines
5.8 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2016. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Physics2D)]
[Tooltip("Iterate through a list of all colliders detected by a LineCast" +
"The colliders iterated are sorted in order of increasing Z coordinate. No iteration will take place if there are no colliders within the area.")]
public class GetNextLineCast2d: FsmStateAction
{
[ActionSection("Setup")]
[Tooltip("Start ray at game object position. \nOr use From Position parameter.")]
public FsmOwnerDefault fromGameObject;
[Tooltip("Start ray at a vector2 world position. \nOr use fromGameObject parameter. If both define, will add fromPosition to the fromGameObject position")]
public FsmVector2 fromPosition;
[Tooltip("End ray at game object position. \nOr use From Position parameter.")]
public FsmGameObject toGameObject;
[Tooltip("End ray at a vector2 world position. \nOr use fromGameObject parameter. If both define, will add toPosition to the ToGameObject position")]
public FsmVector2 toPosition;
[Tooltip("Only include objects with a Z coordinate (depth) greater than this value. leave to none for no effect")]
public FsmInt minDepth;
[Tooltip("Only include objects with a Z coordinate (depth) less than this value. leave to none")]
public FsmInt maxDepth;
[Tooltip("If you want to reset the iteration, raise this flag to true when you enter the state, it will indicate you want to start from the beginning again")]
[UIHint(UIHint.Variable)]
public FsmBool resetFlag;
[ActionSection("Filter")]
[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;
[ActionSection("Result")]
[Tooltip("Store the number of colliders found for this overlap.")]
[UIHint(UIHint.Variable)]
public FsmInt collidersCount;
[UIHint(UIHint.Variable)]
[Tooltip("Store the next collider in a GameObject variable.")]
public FsmGameObject storeNextCollider;
[Tooltip("Get the 2d position of the next ray hit point and store it in a variable.")]
public FsmVector2 storeNextHitPoint;
[Tooltip("Get the 2d normal at the next hit point and store it in a variable.")]
public FsmVector2 storeNextHitNormal;
[Tooltip("Get the distance along the ray to the next hit point and store it in a variable.")]
public FsmFloat storeNextHitDistance;
[Tooltip("Event to send to get the next collider.")]
public FsmEvent loopEvent;
[Tooltip("Event to send when there are no more colliders to iterate.")]
public FsmEvent finishedEvent;
private RaycastHit2D[] hits;
private int colliderCount;
// increment an index as we loop through children
private int nextColliderIndex;
public override void Reset()
{
fromGameObject = null;
fromPosition = new FsmVector2 { UseVariable = true };
toGameObject = null;
toPosition = new FsmVector2 { UseVariable = true };
minDepth = new FsmInt { UseVariable = true };
maxDepth = new FsmInt { UseVariable = true };
layerMask = new FsmInt[0];
invertMask = false;
resetFlag = null;
collidersCount = null;
storeNextCollider = null;
storeNextHitPoint = null;
storeNextHitNormal = null;
storeNextHitDistance = null;
loopEvent = null;
finishedEvent = null;
}
public override void OnEnter()
{
if (hits == null || resetFlag.Value)
{
nextColliderIndex = 0;
hits = GetLineCastAll();
colliderCount = hits.Length;
collidersCount.Value = colliderCount;
resetFlag.Value = false;
}
DoGetNextCollider();
Finish();
}
private void DoGetNextCollider()
{
// no more colliders?
// check first to avoid errors.
if (nextColliderIndex >= colliderCount)
{
hits = null;
nextColliderIndex = 0;
Fsm.Event(finishedEvent);
return;
}
// get next collider
Fsm.RecordLastRaycastHit2DInfo(Fsm, hits[nextColliderIndex]);
storeNextCollider.Value = hits[nextColliderIndex].collider.gameObject;
storeNextHitPoint.Value = hits[nextColliderIndex].point;
storeNextHitNormal.Value = hits[nextColliderIndex].normal;
storeNextHitDistance.Value = hits[nextColliderIndex].fraction;
// no more colliders?
// check a second time to avoid process lock and possible infinite loop if the action is called again.
// Practically, this enabled calling again this state and it will start again iterating from the first child.
if (nextColliderIndex >= colliderCount)
{
hits = new RaycastHit2D[0];
nextColliderIndex = 0;
Fsm.Event(finishedEvent);
return;
}
// iterate the next collider
nextColliderIndex++;
if (loopEvent != null)
{
Fsm.Event(loopEvent);
}
}
private RaycastHit2D[] GetLineCastAll()
{
var fromPos = fromPosition.Value;
var fromGo = Fsm.GetOwnerDefaultTarget(fromGameObject);
if (fromGo!=null)
{
fromPos.x += fromGo.transform.position.x;
fromPos.y += fromGo.transform.position.y;
}
var toPos = toPosition.Value;
var toGo = toGameObject.Value;
if (toGo!=null)
{
toPos.x += toGo.transform.position.x;
toPos.y += toGo.transform.position.y;
}
if (minDepth.IsNone && maxDepth.IsNone)
{
return Physics2D.LinecastAll(fromPos,toPos,ActionHelpers.LayerArrayToLayerMask(layerMask, invertMask.Value));
}else{
var _minDepth = minDepth.IsNone? Mathf.NegativeInfinity : minDepth.Value;
var _maxDepth = maxDepth.IsNone? Mathf.Infinity : maxDepth.Value;
return Physics2D.LinecastAll(fromPos,toPos,ActionHelpers.LayerArrayToLayerMask(layerMask, invertMask.Value),_minDepth,_maxDepth);
}
}
}
}