Files
project-reset/Assets/Scripts/Core/Graph Tasks/DecomposeRaycastHit.cs

55 lines
1.7 KiB
C#

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> raycastHit;
public BBParameter<Transform> transform;
public BBParameter<Collider> collider;
public BBParameter<GameObject> gameObject;
public BBParameter<float> distance;
public BBParameter<Vector3> normal;
public BBParameter<Vector3> 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() {
}
}
}