|
|
|
|
using System.Collections;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
|
|
|
|
namespace MoreMountains.Tools
|
|
|
|
|
{
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Prevents fast moving objects from going through colliders by casting a ray backwards after each movement
|
|
|
|
|
/// </summary>
|
|
|
|
|
[AddComponentMenu("More Mountains/Tools/Movement/MMPreventPassingThrough")]
|
|
|
|
|
public class MMPreventPassingThrough : MonoBehaviour
|
|
|
|
|
{
|
|
|
|
|
/// the layer mask to search obstacles on
|
|
|
|
|
public LayerMask ObstaclesLayerMask;
|
|
|
|
|
/// the bounds adjustment variable
|
|
|
|
|
public float SkinWidth = 0.1f;
|
|
|
|
|
|
|
|
|
|
protected float _smallestBoundsWidth;
|
|
|
|
|
protected float _adjustedSmallestBoundsWidth;
|
|
|
|
|
protected float _squaredBoundsWidth;
|
|
|
|
|
protected Vector3 _positionLastFrame;
|
|
|
|
|
protected Rigidbody _rigidbody;
|
|
|
|
|
protected Collider _collider;
|
|
|
|
|
protected Vector3 _lastMovement;
|
|
|
|
|
protected float _lastMovementSquared;
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// On Start we initialize our object
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected virtual void Start()
|
|
|
|
|
{
|
|
|
|
|
Initialization ();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Grabs the rigidbody and computes the bounds width
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected virtual void Initialization()
|
|
|
|
|
{
|
|
|
|
|
_rigidbody = GetComponent<Rigidbody>();
|
|
|
|
|
_positionLastFrame = _rigidbody.position;
|
|
|
|
|
|
|
|
|
|
_collider = GetComponent<Collider>();
|
|
|
|
|
|
|
|
|
|
_smallestBoundsWidth = Mathf.Min(Mathf.Min(_collider.bounds.extents.x, _collider.bounds.extents.y), _collider.bounds.extents.z);
|
|
|
|
|
_adjustedSmallestBoundsWidth = _smallestBoundsWidth * (1.0f - SkinWidth);
|
|
|
|
|
_squaredBoundsWidth = _smallestBoundsWidth * _smallestBoundsWidth;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// On Enable, we initialize our last frame position
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected virtual void OnEnable()
|
|
|
|
|
{
|
|
|
|
|
_positionLastFrame = this.transform.position;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// On fixedUpdate, checks the last movement and if needed casts a ray to detect obstacles
|
|
|
|
|
/// </summary>
|
|
|
|
|
protected virtual void FixedUpdate()
|
|
|
|
|
{
|
|
|
|
|
_lastMovement = _rigidbody.position - _positionLastFrame;
|
|
|
|
|
_lastMovementSquared = _lastMovement.sqrMagnitude;
|
|
|
|
|
|
|
|
|
|
// if we've moved further than our bounds, we may have missed something
|
|
|
|
|
if (_lastMovementSquared > _squaredBoundsWidth)
|
|
|
|
|
{
|
|
|
|
|
float movementMagnitude = Mathf.Sqrt(_lastMovementSquared);
|
|
|
|
|
|
|
|
|
|
// we cast a ray backwards to see if we should have hit something
|
|
|
|
|
RaycastHit hitInfo;
|
|
|
|
|
if (Physics.Raycast(_positionLastFrame, _lastMovement, out hitInfo, movementMagnitude, ObstaclesLayerMask.value))
|
|
|
|
|
{
|
|
|
|
|
if (!hitInfo.collider)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (hitInfo.collider.isTrigger)
|
|
|
|
|
{
|
|
|
|
|
hitInfo.collider.SendMessage("OnTriggerEnter", _collider);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!hitInfo.collider.isTrigger)
|
|
|
|
|
{
|
|
|
|
|
_rigidbody.position = hitInfo.point - (_lastMovement / movementMagnitude) * _adjustedSmallestBoundsWidth;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
_positionLastFrame = _rigidbody.position;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|