added: graph tasks for agent transform and raycasthit processing
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55
Assets/Scripts/Core/Graph Tasks/DecomposeRaycastHit.cs
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55
Assets/Scripts/Core/Graph Tasks/DecomposeRaycastHit.cs
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace NodeCanvas.Tasks.Actions {
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[Category("Reset")]
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[Description("Breaks down an incoming RaycastHit into it's constituent parts for later use.")]
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public class DecomposeRaycastHit : ActionTask{
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public BBParameter<RaycastHit> raycastHit;
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public BBParameter<Transform> transform;
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public BBParameter<Collider> collider;
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public BBParameter<GameObject> gameObject;
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public BBParameter<float> distance;
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public BBParameter<Vector3> normal;
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public BBParameter<Vector3> point;
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//Use for initialization. This is called only once in the lifetime of the task.
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//Return null if init was successfull. Return an error string otherwise
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protected override string OnInit() {
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return null;
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}
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//This is called once each time the task is enabled.
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//Call EndAction() to mark the action as finished, either in success or failure.
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//EndAction can be called from anywhere.
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protected override void OnExecute(){
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if (transform.isDefined){ transform.value = raycastHit.value.transform; }
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if (collider.isDefined){ collider.value = raycastHit.value.collider; }
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if (gameObject.isDefined){ gameObject.value = raycastHit.value.transform.gameObject; }
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if (distance.isDefined){ distance.value = raycastHit.value.distance; }
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if (normal.isDefined){ normal.value = raycastHit.value.normal; }
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if (point.isDefined){ point.value = raycastHit.value.point; }
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EndAction(true);
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}
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//Called once per frame while the action is active.
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protected override void OnUpdate() {
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}
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//Called when the task is disabled.
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protected override void OnStop() {
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}
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//Called when the task is paused.
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protected override void OnPause() {
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}
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}
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}
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