Improved this a bit more to support a minimum magnitude - feel free to correct me if I got the trig wrong, I'm a bit rusty...
// (c) Copyright HutongGames, LLC 2010-2011. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Math)]
[Tooltip("Sets a Vector3 Variable to a random Vector inside a circle of variable radius with an axis.")]
public class RandomDirectionOnAxis : FsmStateAction
{
public enum AxisRestriction{
xy,xz,yz
}
[RequiredField]
public FsmFloat minMagnitude;
[RequiredField]
public FsmFloat maxMagnitude;
[RequiredField]
public AxisRestriction axis = AxisRestriction.xz;
[RequiredField]
[UIHint(UIHint.Variable)]
public FsmVector3 storeResult;
public override void Reset()
{
maxMagnitude = 1f;
axis = AxisRestriction.xz;
storeResult = null;
}
public override void OnEnter()
{
Vector2 randVector = Random.insideUnitCircle * maxMagnitude.Value;
if (minMagnitude.Value > 0.001f) { // Push the vector outwards in its random direction
float theta = Mathf.Atan2(randVector.y, randVector.x);
randVector.x = randVector.x + minMagnitude.Value * Mathf.Cos (theta);
randVector.y = randVector.y + minMagnitude.Value * Mathf.Sin (theta);
}
switch (axis) {
case AxisRestriction.xy:
storeResult.Value = new Vector3(randVector.x, randVector.y, 0);
break;
case AxisRestriction.xz:
storeResult.Value = new Vector3(randVector.x, 0, randVector.y);
break;
case AxisRestriction.yz:
storeResult.Value = new Vector3(0, randVector.x, randVector.y);
break;
}
Finish();
}
}
}