Files
beyond/Assets/ThirdParty/PlayMaker/Actions/Input/ScreenPick.cs
2024-11-20 15:21:28 +01:00

116 lines
3.1 KiB
C#

// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Input)]
[Tooltip("Perform a raycast into the scene using screen coordinates and stores the results. Use Ray Distance to set how close the camera must be to pick the object. NOTE: Uses the MainCamera!")]
public class ScreenPick : FsmStateAction
{
[Tooltip("A Vector3 screen position. Commonly stored by other actions.")]
public FsmVector3 screenVector;
[Tooltip ("X position on screen.")]
public FsmFloat screenX;
[Tooltip ("Y position on screen.")]
public FsmFloat screenY;
[Tooltip("Are the supplied screen coordinates normalized (0-1), or in pixels.")]
public FsmBool normalized;
[RequiredField]
public FsmFloat rayDistance = 100f;
[UIHint(UIHint.Variable)]
public FsmBool storeDidPickObject;
[UIHint(UIHint.Variable)]
public FsmGameObject storeGameObject;
[UIHint(UIHint.Variable)]
public FsmVector3 storePoint;
[UIHint(UIHint.Variable)]
public FsmVector3 storeNormal;
[UIHint(UIHint.Variable)]
public FsmFloat storeDistance;
[UIHint(UIHint.Layer)]
[Tooltip("Pick only from these layers.")]
public FsmInt[] layerMask;
[Tooltip("Invert the mask, so you pick from all layers except those defined above.")]
public FsmBool invertMask;
public bool everyFrame;
public override void Reset()
{
screenVector = new FsmVector3 { UseVariable = true };
screenX = new FsmFloat { UseVariable = true };
screenY = new FsmFloat { UseVariable = true };
normalized = false;
rayDistance = 100f;
storeDidPickObject = null;
storeGameObject = null;
storePoint = null;
storeNormal = null;
storeDistance = null;
layerMask = new FsmInt[0];
invertMask = false;
everyFrame = false;
}
public override void OnEnter()
{
DoScreenPick();
if (!everyFrame)
{
Finish();
}
}
public override void OnUpdate()
{
DoScreenPick();
}
void DoScreenPick()
{
if (Camera.main == null)
{
LogError("No MainCamera defined!");
Finish();
return;
}
var rayStart = Vector3.zero;
if (!screenVector.IsNone) rayStart = screenVector.Value;
if (!screenX.IsNone) rayStart.x = screenX.Value;
if (!screenY.IsNone) rayStart.y = screenY.Value;
if (normalized.Value)
{
rayStart.x *= Screen.width;
rayStart.y *= Screen.height;
}
RaycastHit hitInfo;
var ray = Camera.main.ScreenPointToRay(rayStart);
Physics.Raycast(ray, out hitInfo, rayDistance.Value, ActionHelpers.LayerArrayToLayerMask(layerMask, invertMask.Value));
var didPick = hitInfo.collider != null;
storeDidPickObject.Value = didPick;
if (didPick)
{
storeGameObject.Value = hitInfo.collider.gameObject;
storeDistance.Value = hitInfo.distance;
storePoint.Value = hitInfo.point;
storeNormal.Value = hitInfo.normal;
}
else
{
// TODO: not sure if this is the right strategy...
storeGameObject.Value = null;
storeDistance = Mathf.Infinity;
storePoint.Value = Vector3.zero;
storeNormal.Value = Vector3.zero;
}
}
}
}