
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 🥵🥵🥵🥵🥵
72 lines
2.9 KiB
C#
72 lines
2.9 KiB
C#
using UnityEngine;
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namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityPhysics2D
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{
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[TaskCategory("Unity/Physics2D")]
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[TaskDescription("Casts a circle against all colliders in the scene. Returns success if a collider was hit.")]
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public class Circlecast : Action
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{
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[Tooltip("Starts the circlecast 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 circlecast at the position. Only used if originGameObject is null.")]
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public SharedVector2 originPosition;
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[Tooltip("The radius of the circlecast")]
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public SharedFloat radius;
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[Tooltip("The direction of the circlecast")]
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public SharedVector2 direction;
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[Tooltip("The length of the ray. 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 circlecast.")]
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public SharedGameObject storeHitObject;
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[SharedRequired]
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[Tooltip("Stores the hit point of the circlecast.")]
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public SharedVector2 storeHitPoint;
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[SharedRequired]
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[Tooltip("Stores the hit normal of the circlecast.")]
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public SharedVector2 storeHitNormal;
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[SharedRequired]
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[Tooltip("Stores the hit distance of the circlecast.")]
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public SharedFloat storeHitDistance;
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public override TaskStatus OnUpdate()
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{
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Vector2 position;
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Vector2 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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var hit = Physics2D.CircleCast(position, radius.Value, dir, distance.Value == -1 ? Mathf.Infinity : distance.Value, layerMask);
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if (hit.collider != null) {
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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 = Vector2.zero;
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direction = Vector2.zero;
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radius = 0;
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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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} |