arthurdiniz0_outer-math/OuterMath Unity Project/Assets/PlayMaker/Actions/RectTransform/RectTransformWorldToScreenPoint.cs
// (c) Copyright HutongGames, LLC 2010-2015. All rights reserved.
 
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
	[ActionCategory("RectTransform")]
	[Tooltip("RectTransforms position from world space into screen space. Leave the camera to none for default behavior.")]
	public class RectTransformWorldToScreenPoint : BaseUpdateAction
	{
		[RequiredField]
		[CheckForComponent(typeof(RectTransform))]
		[Tooltip("The GameObject target.")]
		public FsmOwnerDefault gameObject;

		[CheckForComponent(typeof(Camera))]
		[Tooltip("The camera to perform the calculation. Leave as None for default behavior.")]
		public FsmOwnerDefault camera;

		[UIHint(UIHint.Variable)]
		[Tooltip("Store the screen position in a Vector3 Variable. Z will equal zero.")]
		public FsmVector3 screenPoint;
		[UIHint(UIHint.Variable)]
		[Tooltip("Store the screen X position in a Float Variable.")]
		public FsmFloat screenX;
		[UIHint(UIHint.Variable)]
		[Tooltip("Store the screen Y position in a Float Variable.")]
		public FsmFloat screenY;
		[Tooltip("Normalize screen coordinates (0-1). Otherwise coordinates are in pixels.")]
		public FsmBool normalize;

		RectTransform _rt;
		Camera _cam = null;

		public override void Reset()
		{
			base.Reset();
			gameObject = null;
			camera = new FsmOwnerDefault();
			camera.OwnerOption = OwnerDefaultOption.SpecifyGameObject;
			camera.GameObject = new FsmGameObject(){UseVariable=true};

			screenPoint = null;
			screenX = null;
			screenY = null;
			everyFrame = false;
		}
		
		public override void OnEnter()
		{
			GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);
			if (go != null)
			{
				_rt = go.GetComponent<RectTransform>();
			}

			GameObject goCam = Fsm.GetOwnerDefaultTarget(camera);
			if (goCam != null)
			{
				_cam = go.GetComponent<Camera>();
			}

			DoWorldToScreenPoint();
			
			if (!everyFrame)
			{
				Finish();
			}		
		}
		
		public override void OnActionUpdate()
		{
			DoWorldToScreenPoint();
		}

		
		void DoWorldToScreenPoint()
		{
			var position = RectTransformUtility.WorldToScreenPoint(_cam,_rt.position);

			if (normalize.Value)
			{
				position.x /= Screen.width;
				position.y /= Screen.height;
			}
			
			screenPoint.Value = position;
			screenX.Value = position.x;
			screenY.Value = position.y;
		}
		
		
	}
}