
1.引入URP 2.引入InputSystem 3.引入Fungus 4.引入DoTween 5.引入CinemaMachine 6.引入BehaviorTree 7.引入BehaviorTree动作包 8.配置了渲染管线资源 🥵🥵🥵🥵🥵
73 lines
2.9 KiB
C#
73 lines
2.9 KiB
C#
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics
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{
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[TaskCategory("Unity/Physics")]
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[TaskDescription("Casts a sphere against all colliders in the scene. Returns success if a collider was hit.")]
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public class SphereCast : Action
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{
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[Tooltip("Starts the spherecast at the GameObject's position. If null the originPosition will be used")]
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public SharedGameObject originGameObject;
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[Tooltip("Starts the sherecast at the position. Only used if originGameObject is null")]
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public SharedVector3 originPosition;
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[Tooltip("The radius of the spherecast")]
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public SharedFloat radius;
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[Tooltip("The direction of the spherecast")]
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public SharedVector3 direction;
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[Tooltip("The length of the spherecast. Set to -1 for infinity")]
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public SharedFloat distance = -1;
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[Tooltip("Selectively ignore colliders")]
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public LayerMask layerMask = -1;
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[Tooltip("Use world or local space. The direction is in world space if no GameObject is specified")]
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public Space space = Space.Self;
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[SharedRequired]
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[Tooltip("Stores the hit object of the spherecast")]
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public SharedGameObject storeHitObject;
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[SharedRequired]
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[Tooltip("Stores the hit point of the spherecast")]
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public SharedVector3 storeHitPoint;
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[SharedRequired]
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[Tooltip("Stores the hit normal of the spherecast")]
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public SharedVector3 storeHitNormal;
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[SharedRequired]
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[Tooltip("Stores the hit distance of the spherecast")]
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public SharedFloat storeHitDistance;
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public override TaskStatus OnUpdate()
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{
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Vector3 position;
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Vector3 dir = direction.Value;
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if (originGameObject.Value != null) {
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position = originGameObject.Value.transform.position;
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if (space == Space.Self) {
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dir = originGameObject.Value.transform.TransformDirection(direction.Value);
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}
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} else {
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position = originPosition.Value;
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}
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RaycastHit hit;
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if (Physics.SphereCast(position, radius.Value, dir, out hit, distance.Value == -1 ? Mathf.Infinity : distance.Value, layerMask)) {
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storeHitObject.Value = hit.collider.gameObject;
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storeHitPoint.Value = hit.point;
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storeHitNormal.Value = hit.normal;
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storeHitDistance.Value = hit.distance;
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return TaskStatus.Success;
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}
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return TaskStatus.Failure;
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}
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public override void OnReset()
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{
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originGameObject = null;
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originPosition = Vector3.zero;
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radius = 0;
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direction = Vector3.zero;
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distance = -1;
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layerMask = -1;
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space = Space.Self;
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}
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}
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} |