110 lines
2.7 KiB
C#
110 lines
2.7 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2014. All rights reserved.
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namespace HutongGames.PlayMaker.Actions
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{
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[ActionCategory(ActionCategory.NavMesh)]
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[Tooltip("Locate the closest NavMesh edge from a point close to the NavMesh. \nYou can dispatch events If terminated before reaching the target position or not. \nYou can then store information about the location (navMeshHit).")]
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public class NavMeshFindClosestEdge : FsmStateAction
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{
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[ActionSection("Set up")]
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[RequiredField]
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[Tooltip("The origin of the distance query.")]
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public FsmVector3 sourcePosition;
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[RequiredField]
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[Tooltip("The mask specifying which NavMesh layers can be passed when finding the nearest edge.")]
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public FsmInt passableMask;
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[ActionSection("Result")]
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[Tooltip("True if a nearest edge is found.")]
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[UIHint(UIHint.Variable)]
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public FsmBool nearestEdgeFound;
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[Tooltip("Trigger event if a nearest edge is found.")]
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public FsmEvent nearestEdgeFoundEvent;
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[Tooltip("Trigger event if a nearest edge is NOT found.")]
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public FsmEvent nearestEdgeNotFoundEvent;
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[ActionSection("Hit information (of the found edge)")]
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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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public override void Reset()
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{
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sourcePosition = null;
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passableMask = -1; // so that by default mask is "everything"
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nearestEdgeFound = null;
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nearestEdgeFoundEvent = null;
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nearestEdgeNotFoundEvent = 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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DoGetDistancetoEdge();
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Finish();
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}
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void DoGetDistancetoEdge()
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{
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UnityEngine.AI.NavMeshHit _NavMeshHit;
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bool _nearestEdgeFound = UnityEngine.AI.NavMesh.FindClosestEdge(sourcePosition.Value,out _NavMeshHit,passableMask.Value);
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nearestEdgeFound.Value = _nearestEdgeFound;
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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 (_nearestEdgeFound)
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{
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if ( ! FsmEvent.IsNullOrEmpty(nearestEdgeFoundEvent) ){
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Fsm.Event(nearestEdgeFoundEvent);
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}
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}else
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{
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if (! FsmEvent.IsNullOrEmpty(nearestEdgeNotFoundEvent) ){
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Fsm.Event(nearestEdgeNotFoundEvent);
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}
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}
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}
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}
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} |