126 lines
2.9 KiB
C#
126 lines
2.9 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2016. 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.Vector2)]
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[Tooltip("Performs most possible operations on 2 Vector2: Dot product, Distance, Angle, Add, Subtract, Multiply, Divide, Min, Max")]
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public class Vector2Operator : FsmStateAction
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{
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public enum Vector2Operation
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{
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DotProduct,
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Distance,
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Angle,
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Add,
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Subtract,
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Multiply,
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Divide,
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Min,
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Max
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}
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[RequiredField]
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[Tooltip("The first vector")]
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public FsmVector2 vector1;
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[RequiredField]
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[Tooltip("The second vector")]
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public FsmVector2 vector2;
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[Tooltip("The operation")]
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public Vector2Operation operation = Vector2Operation.Add;
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[UIHint(UIHint.Variable)]
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[Tooltip("The Vector2 result when it applies.")]
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public FsmVector2 storeVector2Result;
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[UIHint(UIHint.Variable)]
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[Tooltip("The float result when it applies")]
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public FsmFloat storeFloatResult;
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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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vector1 = null;
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vector2 = null;
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operation = Vector2Operation.Add;
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storeVector2Result = null;
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storeFloatResult = 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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DoVector2Operator();
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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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DoVector2Operator();
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}
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void DoVector2Operator()
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{
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var v1 = vector1.Value;
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var v2 = vector2.Value;
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switch (operation)
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{
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case Vector2Operation.DotProduct:
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storeFloatResult.Value = Vector2.Dot(v1, v2);
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break;
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case Vector2Operation.Distance:
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storeFloatResult.Value = Vector2.Distance(v1, v2);
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break;
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case Vector2Operation.Angle:
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storeFloatResult.Value = Vector2.Angle(v1, v2);
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break;
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case Vector2Operation.Add:
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storeVector2Result.Value = v1 + v2;
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break;
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case Vector2Operation.Subtract:
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storeVector2Result.Value = v1 - v2;
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break;
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case Vector2Operation.Multiply:
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// I know... this is a far reach and not useful in 99% of cases.
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// I do use it when I use vector2 as arrays recipients holding something else than a position in space.
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var multResult = Vector2.zero;
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multResult.x = v1.x * v2.x;
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multResult.y = v1.y * v2.y;
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storeVector2Result.Value = multResult;
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break;
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case Vector2Operation.Divide: // I know... this is a far reach and not useful in 99% of cases.
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// I do use it when I use vector2 as arrays recipients holding something else than a position in space.
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var divResult = Vector2.zero;
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divResult.x = v1.x / v2.x;
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divResult.y = v1.y / v2.y;
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storeVector2Result.Value = divResult;
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break;
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case Vector2Operation.Min:
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storeVector2Result.Value = Vector2.Min(v1, v2);
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break;
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case Vector2Operation.Max:
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storeVector2Result.Value = Vector2.Max(v1, v2);
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break;
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}
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}
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}
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} |