116 lines
3.1 KiB
C#
116 lines
3.1 KiB
C#
// (c) Copyright HutongGames, LLC 2010-2013. 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.Input)]
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[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!")]
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public class ScreenPick : FsmStateAction
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{
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[Tooltip("A Vector3 screen position. Commonly stored by other actions.")]
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public FsmVector3 screenVector;
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[Tooltip ("X position on screen.")]
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public FsmFloat screenX;
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[Tooltip ("Y position on screen.")]
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public FsmFloat screenY;
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[Tooltip("Are the supplied screen coordinates normalized (0-1), or in pixels.")]
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public FsmBool normalized;
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[RequiredField]
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public FsmFloat rayDistance = 100f;
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[UIHint(UIHint.Variable)]
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public FsmBool storeDidPickObject;
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[UIHint(UIHint.Variable)]
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public FsmGameObject storeGameObject;
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[UIHint(UIHint.Variable)]
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public FsmVector3 storePoint;
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[UIHint(UIHint.Variable)]
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public FsmVector3 storeNormal;
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[UIHint(UIHint.Variable)]
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public FsmFloat storeDistance;
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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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public bool everyFrame;
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public override void Reset()
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{
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screenVector = new FsmVector3 { UseVariable = true };
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screenX = new FsmFloat { UseVariable = true };
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screenY = new FsmFloat { UseVariable = true };
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normalized = false;
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rayDistance = 100f;
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storeDidPickObject = null;
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storeGameObject = null;
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storePoint = null;
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storeNormal = null;
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storeDistance = null;
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layerMask = new FsmInt[0];
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invertMask = false;
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everyFrame = false;
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}
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public override void OnEnter()
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{
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DoScreenPick();
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if (!everyFrame)
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{
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Finish();
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}
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}
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public override void OnUpdate()
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{
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DoScreenPick();
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}
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void DoScreenPick()
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{
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if (Camera.main == null)
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{
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LogError("No MainCamera defined!");
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Finish();
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return;
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}
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var rayStart = Vector3.zero;
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if (!screenVector.IsNone) rayStart = screenVector.Value;
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if (!screenX.IsNone) rayStart.x = screenX.Value;
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if (!screenY.IsNone) rayStart.y = screenY.Value;
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if (normalized.Value)
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{
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rayStart.x *= Screen.width;
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rayStart.y *= Screen.height;
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}
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RaycastHit hitInfo;
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var ray = Camera.main.ScreenPointToRay(rayStart);
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Physics.Raycast(ray, out hitInfo, rayDistance.Value, ActionHelpers.LayerArrayToLayerMask(layerMask, invertMask.Value));
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var didPick = hitInfo.collider != null;
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storeDidPickObject.Value = didPick;
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if (didPick)
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{
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storeGameObject.Value = hitInfo.collider.gameObject;
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storeDistance.Value = hitInfo.distance;
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storePoint.Value = hitInfo.point;
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storeNormal.Value = hitInfo.normal;
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}
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else
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{
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// TODO: not sure if this is the right strategy...
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storeGameObject.Value = null;
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storeDistance = Mathf.Infinity;
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storePoint.Value = Vector3.zero;
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storeNormal.Value = Vector3.zero;
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}
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}
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}
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} |