88 lines
2.1 KiB
C#
88 lines
2.1 KiB
C#
//============= Copyright (c) Ludic GmbH, All rights reserved. ==============
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//
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// Purpose: Part of the My Behaviour Tree Controller Code
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//
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//=============================================================================
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using MyBT;
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#if UNITY_EDITOR
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using UnityEditor;
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[CustomEditor(typeof(NamedParticle))]
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public class NamedParticleInspector : ComponentHandlerInspector
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{
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}
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#endif
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[System.Serializable]
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public class NamedParticle : ComponentHandler
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{
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public override string TypeLabel()
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{
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return "Particle";
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}
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public override string ContentLabel()
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{
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UpdateComponent();
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return objName;
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}
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public override void UpdateComponent()
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{
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base.UpdateComponent();
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_particleSys = GetComponent<ParticleSystem>();
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}
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public string objName = "ParticleXY";
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private ParticleSystem _particleSys;
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private List<ParticleSystem.Particle> _enteredParticles = new List<ParticleSystem.Particle>();
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private bool _enteredTrigger = false;
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public override string[][] helpText
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{
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get
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{
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return new string[][] {
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new string[] {"Run", "Return Success on Trigger Event", $"BTC.Run(\"{roomId}\", \"{gameObject.name}\")"},
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};
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}
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}
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public override void Run(NodeState nodeState)
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{
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switch (nodeState)
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{
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case NodeState.FirstRun:
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_enteredTrigger = false;
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break;
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case NodeState.Running:
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if (_enteredTrigger)
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{
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Task.SetSucceeded();
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}
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break;
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case NodeState.Aborting:
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_enteredTrigger = false;
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break;
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}
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}
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private void OnParticleTrigger()
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{
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// Get particles that entered the trigger
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int numEnter = _particleSys.GetTriggerParticles(ParticleSystemTriggerEventType.Enter, _enteredParticles);
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if (numEnter > 0)
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{
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_enteredTrigger = true;
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}
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}
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}
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