using System; using UnityEngine; namespace Unity.VisualScripting { #if MODULE_PHYSICS_EXISTS /// <summary> /// Called when the controller hits a collider while performing a move. /// </summary> [UnitCategory("Events/Physics")] [TypeIcon(typeof(CharacterController))] public sealed class OnControllerColliderHit : GameObjectEventUnit<ControllerColliderHit> { public override Type MessageListenerType => typeof(UnityOnControllerColliderHitMessageListener); protected override string hookName => EventHooks.OnControllerColliderHit; /// <summary> /// The collider that was hit by the controller. /// </summary> [DoNotSerialize] public ValueOutput collider { get; private set; } /// <summary> /// The controller that hit the collider. /// </summary> [DoNotSerialize] public ValueOutput controller { get; private set; } /// <summary> /// The direction the CharacterController was moving in when the collision occured. /// </summary> [DoNotSerialize] public ValueOutput moveDirection { get; private set; } /// <summary> /// How far the character has travelled until it hit the collider. /// </summary> [DoNotSerialize] public ValueOutput moveLength { get; private set; } /// <summary> /// The normal of the surface we collided with in world space. /// </summary> [DoNotSerialize] public ValueOutput normal { get; private set; } /// <summary> /// The impact point in world space. /// </summary> [DoNotSerialize] public ValueOutput point { get; private set; } /// <summary> /// The impact point in world space. /// </summary> [DoNotSerialize] public ValueOutput data { get; private set; } protected override void Definition() { base.Definition(); collider = ValueOutput<Collider>(nameof(collider)); controller = ValueOutput<CharacterController>(nameof(controller)); moveDirection = ValueOutput<Vector3>(nameof(moveDirection)); moveLength = ValueOutput<float>(nameof(moveLength)); normal = ValueOutput<Vector3>(nameof(normal)); point = ValueOutput<Vector3>(nameof(point)); data = ValueOutput<ControllerColliderHit>(nameof(data)); } protected override void AssignArguments(Flow flow, ControllerColliderHit hitData) { flow.SetValue(collider, hitData.collider); flow.SetValue(controller, hitData.controller); flow.SetValue(moveDirection, hitData.moveDirection); flow.SetValue(moveLength, hitData.moveLength); flow.SetValue(normal, hitData.normal); flow.SetValue(point, hitData.point); flow.SetValue(data, hitData); } } #endif }