forked from BilalY/Rasagar
85 lines
3.0 KiB
C#
85 lines
3.0 KiB
C#
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#if VFX_HAS_PHYSICS
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using UnityEngine.VFX;
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namespace UnityEngine.VFX.Utility
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{
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[AddComponentMenu("VFX/Property Binders/Raycast Binder")]
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[VFXBinder("Physics/Raycast")]
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class VFXRaycastBinder : VFXBinderBase
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{
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public string TargetPosition { get { return (string)m_TargetPosition; } set { m_TargetPosition = value; UpdateSubProperties(); } }
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public string TargetNormal { get { return (string)m_TargetNormal; } set { m_TargetNormal = value; UpdateSubProperties(); } }
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public string TargetHit { get { return (string)m_TargetHit; } set { m_TargetHit = value; } }
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[VFXPropertyBinding("UnityEditor.VFX.Position"), SerializeField]
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protected ExposedProperty m_TargetPosition = "TargetPosition";
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[VFXPropertyBinding("UnityEditor.VFX.DirectionType"), SerializeField]
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protected ExposedProperty m_TargetNormal = "TargetNormal";
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[VFXPropertyBinding("System.Boolean"), SerializeField]
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protected ExposedProperty m_TargetHit = "TargetHit";
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protected ExposedProperty m_TargetPosition_position;
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protected ExposedProperty m_TargetNormal_direction;
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public enum Space
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{
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Local,
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World
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}
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public GameObject RaycastSource = null;
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public Vector3 RaycastDirection = Vector3.forward;
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public Space RaycastDirectionSpace = Space.Local;
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public LayerMask Layers = -1;
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public float MaxDistance = 100.0f;
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private RaycastHit m_HitInfo;
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protected override void OnEnable()
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{
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base.OnEnable();
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UpdateSubProperties();
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}
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void OnValidate()
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{
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UpdateSubProperties();
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}
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void UpdateSubProperties()
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{
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m_TargetPosition_position = m_TargetPosition + "_position";
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m_TargetNormal_direction = m_TargetNormal + "_direction";
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}
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public override bool IsValid(VisualEffect component)
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{
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return component.HasVector3(m_TargetPosition_position) &&
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component.HasVector3(m_TargetNormal_direction) &&
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component.HasBool(m_TargetHit) && RaycastSource != null;
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}
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public override void UpdateBinding(VisualEffect component)
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{
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Vector3 direction = RaycastDirectionSpace == Space.Local ? RaycastSource.transform.TransformDirection(RaycastDirection) : RaycastDirection;
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Ray ray = new Ray(RaycastSource.transform.position, direction);
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bool hasHit = Physics.Raycast(ray, out m_HitInfo, MaxDistance, Layers);
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component.SetVector3(m_TargetPosition_position, m_HitInfo.point);
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component.SetVector3(m_TargetNormal_direction, m_HitInfo.normal);
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component.SetBool(TargetHit, hasHit);
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}
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public override string ToString()
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{
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return string.Format(string.Format("Raycast : {0} -> {1} ({2})", RaycastSource == null ? "null" : RaycastSource.name, RaycastDirection, RaycastDirectionSpace));
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}
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}
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}
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#endif
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