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