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

119 lines
3.0 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2014. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.NavMeshAgent)]
[Tooltip("Locate the closest NavMesh edge. \nYou can dispatch events if nearest edge found or not. \nYou can then store information about the location (navMeshHit). \nNOTE: The Game Object must have a NavMeshAgent component attached.")]
public class AgentFindClosestEdge : FsmStateAction
{
[ActionSection("Set up")]
[RequiredField]
[Tooltip("The Game Object to work with. NOTE: The Game Object must have a NavMeshAgent component attached.")]
[CheckForComponent(typeof(UnityEngine.AI.NavMeshAgent))]
public FsmOwnerDefault gameObject;
[ActionSection("Result")]
[Tooltip("True if a nearest edge is found.")]
public FsmBool nearestEdgeFound;
[Tooltip("Trigger event if a nearest edge is found.")]
public FsmEvent nearestEdgeFoundEvent;
[Tooltip("Trigger event if a nearest edge is NOT found.")]
public FsmEvent nearestEdgeNotFoundEvent;
[ActionSection("Hit information (of the found edge)")]
[Tooltip("Position of hit")]
public FsmVector3 position;
[Tooltip("Normal at the point of hit")]
public FsmVector3 normal;
[Tooltip("Distance to the point of hit")]
public FsmFloat distance;
[Tooltip("Mask specifying NavMeshLayers at point of hit.")]
public FsmInt mask;
[Tooltip("Flag when hit")]
public FsmBool hit;
private UnityEngine.AI.NavMeshAgent _agent;
private void _getAgent()
{
GameObject go = gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value;
if (go == null)
{
return;
}
_agent = go.GetComponent<UnityEngine.AI.NavMeshAgent>();
}
public override void Reset()
{
gameObject = null;
nearestEdgeFound = new FsmBool { UseVariable = true };
nearestEdgeFoundEvent = null;
nearestEdgeNotFoundEvent = null;
position = new FsmVector3 { UseVariable = true};
normal = new FsmVector3 { UseVariable = true};
distance = new FsmFloat { UseVariable = true};
mask = new FsmInt { UseVariable = true};
hit = new FsmBool { UseVariable = true};
}
public override void OnEnter()
{
_getAgent();
DoFindClosestEdge();
Finish();
}
void DoFindClosestEdge()
{
if (_agent == null)
{
return;
}
UnityEngine.AI.NavMeshHit _NavMeshHit;
bool _nearestEdgeFound = _agent.FindClosestEdge(out _NavMeshHit);
nearestEdgeFound.Value = _nearestEdgeFound;
position.Value = _NavMeshHit.position;
normal.Value = _NavMeshHit.normal;
distance.Value = _NavMeshHit.distance;
mask.Value = _NavMeshHit.mask;
hit.Value = _NavMeshHit.hit;
if (_nearestEdgeFound)
{
if ( ! FsmEvent.IsNullOrEmpty(nearestEdgeFoundEvent) ){
Fsm.Event(nearestEdgeFoundEvent);
}
}else
{
if (! FsmEvent.IsNullOrEmpty(nearestEdgeNotFoundEvent) ){
Fsm.Event(nearestEdgeNotFoundEvent);
}
}
}
}
}