133 lines
3.4 KiB
C#
133 lines
3.4 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2014. 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.NavMeshAgent)]
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[Tooltip("Sample a position along the current path. \nYou can dispatch events If terminated before reaching position at maxDistance or not. \nYou can then store information about the location (navMeshHit). \nNOTE: The Game Object must have a NavMeshAgent component attached.")]
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public class AgentSamplePathPosition : FsmStateAction
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{
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[ActionSection("Set up")]
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[RequiredField]
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[Tooltip("The Game Object to work with. NOTE: The Game Object must have a NavMeshAgent component attached.")]
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[CheckForComponent(typeof(UnityEngine.AI.NavMeshAgent))]
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public FsmOwnerDefault gameObject;
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[Tooltip("The mask specifying which NavMesh layers can be passed when tracing the path.")]
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public FsmInt passableMask;
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[Tooltip("Terminate scanning the path at this distance.")]
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public FsmFloat maxDistance;
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[ActionSection("Result")]
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[Tooltip("True If terminated before reaching position at maxDistance.")]
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[UIHint(UIHint.Variable)]
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public FsmBool reachedBeforeMaxDistance;
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[Tooltip("Trigger event if sample reached before the maxDistance.")]
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public FsmEvent reachedBeforeMaxDistanceEvent;
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[Tooltip("Trigger event if sample reached after the maxDistance.")]
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public FsmEvent reachedAfterMaxDistanceEvent;
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[ActionSection("Hit information of the sample")]
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[Tooltip("Position of hit")]
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[UIHint(UIHint.Variable)]
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public FsmVector3 position;
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[Tooltip("Normal at the point of hit")]
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[UIHint(UIHint.Variable)]
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public FsmVector3 normal;
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[Tooltip("Distance to the point of hit")]
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[UIHint(UIHint.Variable)]
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public FsmFloat distance;
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[Tooltip("Mask specifying NavMeshLayers at point of hit.")]
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[UIHint(UIHint.Variable)]
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public FsmInt mask;
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[Tooltip("Flag when hit")]
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[UIHint(UIHint.Variable)]
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public FsmBool hit;
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private UnityEngine.AI.NavMeshAgent _agent;
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private void _getAgent()
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{
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GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);
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if (go == null)
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{
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return;
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}
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_agent = go.GetComponent<UnityEngine.AI.NavMeshAgent>();
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}
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public override void Reset()
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{
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gameObject = null;
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passableMask = -1; // so that by default mask is "everything"
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reachedBeforeMaxDistance = null;
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reachedBeforeMaxDistanceEvent = null;
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reachedAfterMaxDistanceEvent = null;
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position = null;
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normal = null;
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distance = null;
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mask = null;
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hit = null;
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}
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public override void OnEnter()
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{
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_getAgent();
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DoSamplePath();
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Finish();
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}
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void DoSamplePath()
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{
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if (_agent == null)
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{
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return;
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}
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UnityEngine.AI.NavMeshHit _NavMeshHit;
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bool _reachedBeforeMaxDistance = _agent.SamplePathPosition(passableMask.Value,maxDistance.Value,out _NavMeshHit);
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reachedBeforeMaxDistance.Value = _reachedBeforeMaxDistance;
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position.Value = _NavMeshHit.position;
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normal.Value = _NavMeshHit.normal;
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distance.Value = _NavMeshHit.distance;
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mask.Value = _NavMeshHit.mask;
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hit.Value = _NavMeshHit.hit;
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if (_reachedBeforeMaxDistance)
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{
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if ( ! FsmEvent.IsNullOrEmpty(reachedBeforeMaxDistanceEvent) ){
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Fsm.Event(reachedBeforeMaxDistanceEvent);
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}
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}else
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{
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if (! FsmEvent.IsNullOrEmpty(reachedAfterMaxDistanceEvent) ){
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Fsm.Event(reachedAfterMaxDistanceEvent);
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}
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}
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}
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}
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} |