182 lines
5.5 KiB
C#
182 lines
5.5 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.Physics2D)]
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[Tooltip("Iterate through a list of all colliders that fall within a rectangular area." +
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"The colliders iterated are sorted in order of increasing Z coordinate. No iteration will take place if there are no colliders within the area.")]
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public class GetNextOverlapArea2d : FsmStateAction
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{
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[ActionSection("Setup")]
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[Tooltip("First corner of the rectangle area using the game object position. \nOr use firstCornerPosition parameter.")]
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public FsmOwnerDefault firstCornerGameObject;
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[Tooltip("First Corner of the rectangle area as a world position. \nOr use FirstCornerGameObject parameter. If both define, will add firstCornerPosition to the FirstCornerGameObject position")]
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public FsmVector2 firstCornerPosition;
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[Tooltip("Second corner of the rectangle area using the game object position. \nOr use secondCornerPosition parameter.")]
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public FsmGameObject secondCornerGameObject;
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[Tooltip("Second Corner rectangle area as a world position. \nOr use SecondCornerGameObject parameter. If both define, will add secondCornerPosition to the SecondCornerGameObject position")]
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public FsmVector2 secondCornerPosition;
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[Tooltip("Only include objects with a Z coordinate (depth) greater than this value. leave to none for no effect")]
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public FsmInt minDepth;
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[Tooltip("Only include objects with a Z coordinate (depth) less than this value. leave to none")]
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public FsmInt maxDepth;
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[Tooltip("If you want to reset the iteration, raise this flag to true when you enter the state, it will indicate you want to start from the beginning again")]
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[UIHint(UIHint.Variable)]
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public FsmBool resetFlag;
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[ActionSection("Filter")]
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[UIHint(UIHint.Layer)]
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[Tooltip("Pick only from these layers.")]
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public FsmInt[] layerMask;
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[Tooltip("Invert the mask, so you pick from all layers except those defined above.")]
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public FsmBool invertMask;
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[ActionSection("Result")]
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[Tooltip("Store the number of colliders found for this overlap.")]
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[UIHint(UIHint.Variable)]
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public FsmInt collidersCount;
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[RequiredField]
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[UIHint(UIHint.Variable)]
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[Tooltip("Store the next collider in a GameObject variable.")]
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public FsmGameObject storeNextCollider;
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[Tooltip("Event to send to get the next collider.")]
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public FsmEvent loopEvent;
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[Tooltip("Event to send when there are no more colliders to iterate.")]
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public FsmEvent finishedEvent;
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private Collider2D[] colliders;
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private int colliderCount;
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// increment a child index as we loop through children
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private int nextColliderIndex;
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public override void Reset()
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{
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firstCornerGameObject = null;
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firstCornerPosition = new FsmVector2 { UseVariable = true };
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secondCornerGameObject = null;
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secondCornerPosition = new FsmVector2 { UseVariable = true };
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minDepth = new FsmInt { UseVariable = true };
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maxDepth = new FsmInt { UseVariable = true };
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layerMask = new FsmInt[0];
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invertMask = false;
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resetFlag = null;
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collidersCount = null;
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storeNextCollider = null;
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loopEvent = null;
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finishedEvent = null;
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}
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public override void OnEnter()
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{
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if (colliders == null || resetFlag.Value)
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{
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nextColliderIndex = 0;
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colliders = GetOverlapAreaAll();
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colliderCount = colliders.Length;
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collidersCount.Value = colliderCount;
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resetFlag.Value = false;
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}
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DoGetNextCollider();
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Finish();
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}
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private void DoGetNextCollider()
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{
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// no more colliders?
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// check first to avoid errors.
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if (nextColliderIndex >= colliderCount)
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{
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nextColliderIndex = 0;
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Fsm.Event(finishedEvent);
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return;
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}
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// get next collider
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storeNextCollider.Value = colliders[nextColliderIndex].gameObject;
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// no more colliders?
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// check a second time to avoid process lock and possible infinite loop if the action is called again.
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// Practically, this enabled calling again this state and it will start again iterating from the first child.
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if (nextColliderIndex >= colliderCount)
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{
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colliders = null;
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nextColliderIndex = 0;
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Fsm.Event(finishedEvent);
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return;
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}
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// iterate the next collider
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nextColliderIndex++;
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if (loopEvent != null)
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{
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Fsm.Event(loopEvent);
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}
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}
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private Collider2D[] GetOverlapAreaAll()
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{
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var firstGo = Fsm.GetOwnerDefaultTarget(firstCornerGameObject);
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var firstCornerPos = firstCornerPosition.Value;
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if (firstGo!=null)
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{
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firstCornerPos.x += firstGo.transform.position.x;
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firstCornerPos.y += firstGo.transform.position.y;
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}
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var secondGo = secondCornerGameObject.Value;
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var secondCornerPos = secondCornerPosition.Value;
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if (secondGo!=null)
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{
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secondCornerPos.x += secondGo.transform.position.x;
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secondCornerPos.y += secondGo.transform.position.y;
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}
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if (minDepth.IsNone && maxDepth.IsNone)
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{
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return Physics2D.OverlapAreaAll(firstCornerPos,secondCornerPos,ActionHelpers.LayerArrayToLayerMask(layerMask, invertMask.Value));
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}else{
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var _minDepth = minDepth.IsNone? Mathf.NegativeInfinity:minDepth.Value;
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var _maxDepth = maxDepth.IsNone? Mathf.Infinity:maxDepth.Value;
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return Physics2D.OverlapAreaAll(firstCornerPos,secondCornerPos,ActionHelpers.LayerArrayToLayerMask(layerMask, invertMask.Value),_minDepth,_maxDepth);
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}
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}
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}
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} |