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

134 lines
3.1 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Vector3)]
[Tooltip("Performs most possible operations on 2 Vector3: Dot product, Cross product, Distance, Angle, Project, Reflect, Add, Subtract, Multiply, Divide, Min, Max")]
public class Vector3Operator : FsmStateAction
{
public enum Vector3Operation
{
DotProduct,
CrossProduct,
Distance,
Angle,
Project,
Reflect,
Add,
Subtract,
Multiply,
Divide,
Min,
Max
}
[RequiredField]
public FsmVector3 vector1;
[RequiredField]
public FsmVector3 vector2;
public Vector3Operation operation = Vector3Operation.Add;
[UIHint(UIHint.Variable)]
public FsmVector3 storeVector3Result;
[UIHint(UIHint.Variable)]
public FsmFloat storeFloatResult;
public bool everyFrame;
public override void Reset()
{
vector1 = null;
vector2 = null;
operation = Vector3Operation.Add;
storeVector3Result = null;
storeFloatResult = null;
everyFrame = false;
}
public override void OnEnter()
{
DoVector3Operator();
if (!everyFrame)
{
Finish();
}
}
public override void OnUpdate()
{
DoVector3Operator();
}
void DoVector3Operator()
{
var v1 = vector1.Value;
var v2 = vector2.Value;
switch (operation)
{
case Vector3Operation.DotProduct:
storeFloatResult.Value = Vector3.Dot(v1, v2);
break;
case Vector3Operation.CrossProduct:
storeVector3Result.Value = Vector3.Cross(v1, v2);
break;
case Vector3Operation.Distance:
storeFloatResult.Value = Vector3.Distance(v1, v2);
break;
case Vector3Operation.Angle:
storeFloatResult.Value = Vector3.Angle(v1, v2);
break;
case Vector3Operation.Project:
storeVector3Result.Value = Vector3.Project(v1, v2);
break;
case Vector3Operation.Reflect:
storeVector3Result.Value = Vector3.Reflect(v1, v2);
break;
case Vector3Operation.Add:
storeVector3Result.Value = v1 + v2;
break;
case Vector3Operation.Subtract:
storeVector3Result.Value = v1 - v2;
break;
case Vector3Operation.Multiply:
// I know... this is a far reach and not useful in 99% of cases.
// I do use it when I use vector3 as arrays recipients holding something else than a position in space.
var multResult = Vector3.zero;
multResult.x = v1.x * v2.x;
multResult.y = v1.y * v2.y;
multResult.z = v1.z * v2.z;
storeVector3Result.Value = multResult;
break;
case Vector3Operation.Divide: // I know... this is a far reach and not useful in 99% of cases.
// I do use it when I use vector3 as arrays recipients holding something else than a position in space.
var divResult = Vector3.zero;
divResult.x = v1.x / v2.x;
divResult.y = v1.y / v2.y;
divResult.z = v1.z / v2.z;
storeVector3Result.Value = divResult;
break;
case Vector3Operation.Min:
storeVector3Result.Value = Vector3.Min(v1, v2);
break;
case Vector3Operation.Max:
storeVector3Result.Value = Vector3.Max(v1, v2);
break;
}
}
}
}