« on: February 09, 2016, 03:07:41 AM »
Saw someone requested this in feature requests- It has a checkbox to turn trigger detection on/off
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.
using UnityEngine;
namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Physics)]
[Tooltip("Casts a Ray against all Colliders in the scene. Use either a Game Object or Vector3 world position as the origin of the ray. Use GetRaycastInfo to get more detailed info.")]
public class RaycastIgnoreTriggers : FsmStateAction
{
//[ActionSection("Setup Raycast")]
[Tooltip("Start ray at game object position. \nOr use From Position parameter.")]
public FsmOwnerDefault fromGameObject;
[Tooltip("Start ray at a vector3 world position. \nOr use Game Object parameter.")]
public FsmVector3 fromPosition;
[Tooltip("A vector3 direction vector")]
public FsmVector3 direction;
[Tooltip("Cast the ray in world or local space. Note if no Game Object is specfied, the direction is in world space.")]
public Space space;
[Tooltip("The length of the ray. Set to -1 for infinity.")]
public FsmFloat distance;
[ActionSection("Result")]
[Tooltip("Event to send if the ray hits an object.")]
[UIHint(UIHint.Variable)]
public FsmEvent hitEvent;
[Tooltip("Set a bool variable to true if hit something, otherwise false.")]
[UIHint(UIHint.Variable)]
public FsmBool storeDidHit;
[Tooltip("Store the game object hit in a variable.")]
[UIHint(UIHint.Variable)]
public FsmGameObject storeHitObject;
[UIHint(UIHint.Variable)]
[Tooltip("Get the world position of the ray hit point and store it in a variable.")]
public FsmVector3 storeHitPoint;
[UIHint(UIHint.Variable)]
[Tooltip("Get the normal at the hit point and store it in a variable.")]
public FsmVector3 storeHitNormal;
[UIHint(UIHint.Variable)]
[Tooltip("Get the distance along the ray to the hit point and store it in a variable.")]
public FsmFloat storeHitDistance;
[ActionSection("Filter")]
[Tooltip("Set how often to cast a ray. 0 = once, don't repeat; 1 = everyFrame; 2 = every other frame... \nSince raycasts can get expensive use the highest repeat interval you can get away with.")]
public FsmInt repeatInterval;
[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;
[ActionSection("Debug")]
[Tooltip("The color to use for the debug line.")]
public FsmColor debugColor;
[Tooltip("Draw a debug line. Note: Check Gizmos in the Game View to see it in game.")]
public FsmBool debug;
[Tooltip("Set to true to ignore colliders set to trigger.")]
public FsmBool ignoreTriggerColliders;
int repeat;
public override void Reset()
{
fromGameObject = null;
fromPosition = new FsmVector3 { UseVariable = true };
direction = new FsmVector3 { UseVariable = true };
space = Space.Self;
distance = 100;
hitEvent = null;
storeDidHit = null;
storeHitObject = null;
storeHitPoint = null;
storeHitNormal = null;
storeHitDistance = null;
repeatInterval = 1;
layerMask = new FsmInt[0];
invertMask = false;
debugColor = Color.yellow;
debug = false;
ignoreTriggerColliders = false;
}
public override void OnEnter()
{
DoRaycast();
if (repeatInterval.Value == 0)
{
Finish();
}
}
public override void OnUpdate()
{
repeat--;
if (repeat == 0)
{
DoRaycast();
}
}
void DoRaycast()
{
repeat = repeatInterval.Value;
if (distance.Value == 0)
{
return;
}
var go = Fsm.GetOwnerDefaultTarget(fromGameObject);
var originPos = go != null ? go.transform.position : fromPosition.Value;
var rayLength = Mathf.Infinity;
if (distance.Value > 0)
{
rayLength = distance.Value;
}
var dirVector = direction.Value;
if (go != null && space == Space.Self)
{
dirVector = go.transform.TransformDirection(direction.Value);
}
RaycastHit hitInfo;
if (ignoreTriggerColliders.Value == true)
{
Physics.Raycast(originPos, dirVector, out hitInfo, rayLength, ActionHelpers.LayerArrayToLayerMask(layerMask, invertMask.Value), QueryTriggerInteraction.Ignore);
}
else
{
Physics.Raycast(originPos, dirVector, out hitInfo, rayLength, ActionHelpers.LayerArrayToLayerMask(layerMask, invertMask.Value), QueryTriggerInteraction.Collide);
}
Fsm.RaycastHitInfo = hitInfo;
var didHit = hitInfo.collider != null;
storeDidHit.Value = didHit;
if (didHit)
{
storeHitObject.Value = hitInfo.collider.gameObject;
storeHitPoint.Value = Fsm.RaycastHitInfo.point;
storeHitNormal.Value = Fsm.RaycastHitInfo.normal;
storeHitDistance.Value = Fsm.RaycastHitInfo.distance;
Fsm.Event(hitEvent);
}
if (debug.Value)
{
var debugRayLength = Mathf.Min(rayLength, 1000);
Debug.DrawLine(originPos, originPos + dirVector * debugRayLength, debugColor.Value);
}
}
}
}
« Last Edit: February 09, 2016, 03:23:46 AM by mdotstrange »
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