changed: more robust environment observers, player graph changes
This commit is contained in:
@@ -9,6 +9,7 @@ namespace NodeCanvas.Tasks.Conditions {
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public BBParameter<string> observerLabel;
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public BBParameter<RaycastHit> outputHitTo;
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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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@@ -9,9 +9,6 @@ using UnityEngine.Serialization;
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[Serializable]
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public class EnvironmentObserver{
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// TODO: Clean this ugly shit up. Custom inspector with Odin plz.
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public string label;
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enum LabelDrawingLocation{
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PlayerOffset,
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HitLocation,
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@@ -25,11 +22,13 @@ public class EnvironmentObserver{
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BoxCast,
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SphereCast
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}
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[PropertySpace(0, 5), LabelWidth(60)]
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public string label;
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[PropertySpace(0, 10), LabelWidth(60)]
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public CastType castType;
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// [BoxGroup("Settings")]
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[ShowInInspector, SerializeField] public CastType castType;
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[Button(ButtonSizes.Large), GUIColor("@GetObserverStatusColorStatic(active, hit)")]
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[Button(ButtonSizes.Large), GUIColor("@GetObserverStatusColorStatic(active, hit)"), PropertyOrder(-1), PropertySpace(5, 5)]
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public void Active(){
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active = !active;
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}
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@@ -38,46 +37,44 @@ public class EnvironmentObserver{
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public bool active;
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// Parameters for Cast cast types
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[BoxGroup("Settings")]
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public float length;
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[BoxGroup("Settings")]
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public Vector3 direction;
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[BoxGroup("Settings")]
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public Vector3 offset;
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[ShowIfGroup("Settings/Casts3D", VisibleIf = "@castType == CastType.Ray || castType == CastType.BoxCast || castType == CastType.SphereCast")]
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[BoxGroup("Settings/Casts3D")]
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public float width;
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[FoldoutGroup("Settings")] public float length;
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[FoldoutGroup("Settings")] public Vector3 direction;
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[FoldoutGroup("Settings")] public Vector3 offset;
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[PropertySpace(0, 5), FoldoutGroup("Settings")] public LayerMask ignoreLayers = ~0;
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// Parameters for Overlap cast types
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[BoxGroup("Settings/Overlaps")]
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public Vector3 size;
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[ShowIfGroup("Settings/CastsOnly", VisibleIf = "@castType == CastType.SphereCast || castType == CastType.SphereOverlap")]
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[FoldoutGroup("Settings")] public float width;
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[PropertyTooltip(
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"Only use rotation when an observers direction alone can't (for whatever reason) fully be expressed without specifying a rotation.")]
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[ShowIfGroup("Settings/Casts3D")]
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[BoxGroup("Settings/Casts3D")]
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// Parameters for Overlap cast types
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[ShowIfGroup("Settings/3DOnly", VisibleIf = "@castType == CastType.BoxCast && castType != CastType.BoxOverlap")] [FoldoutGroup("Settings")]
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public Vector3 size;
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[ShowIfGroup("Settings/3DOnly")]
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public Vector3 rotation;
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[BoxGroup("Settings")]
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public LayerMask ignoreLayers = ~0;
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[HideInInspector]
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public RaycastHit hit;
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[SerializeReference]
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public List<EnvironmentObserver> children;
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[HideInInspector]
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public Collider[] overlapHits;
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public bool drawLabel;
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public Vector3 labelLocationOffset;
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public Vector3 labelRotationOffset;
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[ShowInInspector, SerializeField]
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LabelDrawingLocation labelLocation;
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[FoldoutGroup("Text")]
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[BoxGroup("Text/Label")] public bool drawLabel;
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[ShowInInspector, SerializeField] [BoxGroup("Text/Label")] LabelDrawingLocation labelTextLocation;
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[BoxGroup("Text/Label")] public float labelSize;
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[BoxGroup("Text/Label")] public Vector3 labelLocationOffset;
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[BoxGroup("Text/Label")] public Vector3 labelRotationOffset;
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[BoxGroup("Text/Hit")] public bool drawHitName;
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[ShowInInspector, SerializeField] [BoxGroup("Text/Hit")] LabelDrawingLocation hitTextLocation;
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[BoxGroup("Text/Hit")] public float hitTextSize;
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[BoxGroup("Text/Hit")] public Vector3 hitLocationOffset;
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[BoxGroup("Text/Hit")] public Vector3 hitRotationOffset;
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[SerializeReference, PropertySpace(5, 5)]
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public List<EnvironmentObserver> children;
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// NOTE: I had a ref for a RaycastHit here that would correspond to hit but idk if it's needed.
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public bool Evaluate(GameObject player){
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if (active) {
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@@ -86,7 +83,7 @@ public class EnvironmentObserver{
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// Set some of the variables used later during casting
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Vector3 relativeStart = player.transform.position + offset;
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Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * (offset) ;
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Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * offset ;
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switch (castType) {
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case CastType.Ray:
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@@ -105,11 +102,21 @@ public class EnvironmentObserver{
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break;
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case CastType.BoxCast:
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// TODO: Make this not an if statement. Check that it works with NodeCanvas first
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if (Physics.BoxCast(relativeStartWithRotation, Vector3.one * (width / 2f), (player.transform.rotation * Quaternion.Euler(rotation) * direction),
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out hit, Quaternion.LookRotation(direction) * Quaternion.Euler(rotation), length, ignoreLayers)
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);
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if (Physics.BoxCast(relativeStartWithRotation, size / 2f,
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player.transform.rotation * Quaternion.Euler(rotation) * direction,
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out hit, player.transform.rotation * Quaternion.Euler(rotation), length,
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ignoreLayers)
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) {
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};
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break;
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case CastType.SphereCast:
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// TODO: Make this not an if statement. Check that it works with NodeCanvas first
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if (Physics.SphereCast(relativeStartWithRotation, width / 2f,
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player.transform.rotation * Quaternion.Euler(rotation) * direction,
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out hit, length,
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ignoreLayers)
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) {
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};
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break;
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}
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@@ -122,29 +129,21 @@ public class EnvironmentObserver{
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public void DrawObserverGizmo(GameObject player){
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Vector3 relativeStart = player.transform.position + offset;
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Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * (offset) ;
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Vector3 relativeStartWithRotation = player.transform.position + player.transform.rotation * (offset);
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// Setup the variables for boxcast, spherecast, etc
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// Create an offset start point for the center of the wirebox, since gizmos are drawn with their pivot in the center.
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Vector3 offsetWithRotationAndLength = (Quaternion.LookRotation(direction) * Quaternion.Euler(rotation)) * (Vector3.forward * (length / 2));
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Vector3 offsetFromCenter = relativeStartWithRotation + player.transform.rotation * offsetWithRotationAndLength;
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// Also create a rotation for use with the gizmos. Mainly just to shorten the lines
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Quaternion gizmosRotation = player.transform.rotation * Quaternion.LookRotation(direction) * Quaternion.Euler(rotation);
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Vector3 firstBoxOffset = gizmosRotation * (Vector3.forward * size.z);
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Color gizmoColor = Evaluate(player) ? Color.green : Color.red;
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gizmoColor = active ? gizmoColor : Color.gray;
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using (Draw.ingame.WithColor(gizmoColor)){
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Vector3 labelStartPos = Vector3.zero;
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switch (labelLocation) {
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case LabelDrawingLocation.PlayerOffset:
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labelStartPos = player.transform.position + labelLocationOffset;
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break;
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case LabelDrawingLocation.IntersectingLength:
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labelStartPos = (relativeStart + (player.transform.rotation * direction * length) / 2f ) + labelLocationOffset;
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break;
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case LabelDrawingLocation.HitLocation:{
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if (hit.transform != null) {
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labelStartPos = hit.point + labelLocationOffset;
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}
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break;
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}
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}
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switch (castType) {
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case CastType.Ray:
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Draw.ingame.Line(relativeStart, relativeStart + (player.transform.rotation * direction.normalized) * length);
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@@ -152,35 +151,88 @@ public class EnvironmentObserver{
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case CastType.BoxOverlap:
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Draw.ingame.WireBox(relativeStartWithRotation, player.transform.rotation * Quaternion.Euler(rotation), size);
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break;
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case CastType.SphereOverlap:
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case CastType.SphereCast:
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Draw.ingame.SolidCircle(relativeStartWithRotation, relativeStartWithRotation - Camera.main.transform.position, width * 1, gizmoColor.Alpha(.5f));
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Draw.ingame.WireCapsule(relativeStartWithRotation, relativeStartWithRotation + gizmosRotation * (Vector3.forward * (length - width / 2)), width);
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break;
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case CastType.BoxCast:
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// Create an offset start point for the center of the wirebox, since gizmos are drawn with their pivot in the center.
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Vector3 offsetWithRotationAndLength = (Quaternion.LookRotation(direction) * Quaternion.Euler(rotation)) * (Vector3.forward * length / 2f);
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Vector3 offsetFromCenter = relativeStartWithRotation + player.transform.rotation * offsetWithRotationAndLength;
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// Also create a rotation for use with the gizmos. Mainly just to shorten the lines
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Quaternion gizmosRotation = player.transform.rotation * Quaternion.LookRotation(direction) * Quaternion.Euler(rotation);
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// Draw the gizmos for the boxcast
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Draw.ingame.WireBox(relativeStartWithRotation, gizmosRotation, Vector3.one * width);
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Draw.ingame.WireBox(offsetFromCenter, gizmosRotation, new float3(width, width, length + width));
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Draw.ingame.WireBox(offsetFromCenter, gizmosRotation, new float3(size.x, size.y, length));
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Draw.ingame.SolidBox(relativeStartWithRotation, gizmosRotation, size, gizmoColor.Alpha(.1f));
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Draw.ingame.WireBox(relativeStartWithRotation, gizmosRotation, size);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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Draw.ingame.SolidCircle(relativeStartWithRotation, relativeStartWithRotation - Camera.main.transform.position, .4f);
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Draw.ingame.SolidCircle(hit.point, hit.point - Camera.main.transform.position, .4f);
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Draw.ingame.Label3D(
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labelStartPos,
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player.transform.rotation * Quaternion.Euler(labelRotationOffset),
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hit.collider == null ? "" : hit.collider.name,
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.5f,
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LabelAlignment.Center,
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Color.black
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);
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// Set up variables for label (not hit name)
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Vector3 labelStartPos = Vector3.zero;
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switch (labelTextLocation) {
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case LabelDrawingLocation.PlayerOffset:
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labelStartPos = player.transform.position;
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break;
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case LabelDrawingLocation.IntersectingLength:
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labelStartPos = offsetFromCenter;
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break;
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case LabelDrawingLocation.HitLocation:{
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if (hit.transform != null) {
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labelStartPos = hit.point;
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}
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break;
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}
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}
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// Draw label
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if (drawLabel) {
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Draw.ingame.Label3D(
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labelStartPos + labelLocationOffset,
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gizmosRotation * Quaternion.Euler(labelRotationOffset),
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label,
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labelSize,
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LabelAlignment.MiddleLeft,
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gizmoColor
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);
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}
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// Set up variables for hit name
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// Since the label is already drawn just use the previous startPos
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switch (labelTextLocation) {
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case LabelDrawingLocation.PlayerOffset:
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labelStartPos = player.transform.position;
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break;
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case LabelDrawingLocation.IntersectingLength:
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labelStartPos = offsetFromCenter;
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break;
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case LabelDrawingLocation.HitLocation:{
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if (hit.transform != null) {
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labelStartPos = hit.point;
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}
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break;
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}
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}
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// Draw hitname
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if (drawLabel) {
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Draw.ingame.Label3D(
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labelStartPos + labelLocationOffset,
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gizmosRotation * Quaternion.Euler(labelRotationOffset),
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label,
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hitTextSize,
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LabelAlignment.MiddleLeft,
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gizmoColor
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);
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}
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Sirenix.Utilities.Editor.GUIHelper.RequestRepaint();
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}
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}
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static Color GetObserverStatusColorStatic(bool active, RaycastHit hit){
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