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using UnityEngine;
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using System.Collections;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Bounds helpers
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/// </summary>
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public class MMBoundsExtensions : MonoBehaviour
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{
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/// <summary>
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/// Returns a random point within the bounds set as parameter
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/// </summary>
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/// <param name="bounds"></param>
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/// <returns></returns>
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public static Vector3 MMRandomPointInBounds(Bounds bounds)
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{
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return new Vector3(
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Random.Range(bounds.min.x, bounds.max.x),
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Random.Range(bounds.min.y, bounds.max.y),
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Random.Range(bounds.min.z, bounds.max.z)
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);
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}
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/// <summary>
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/// Gets collider bounds for an object (from Collider2D)
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/// </summary>
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/// <param name="theObject"></param>
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/// <returns></returns>
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public static Bounds GetColliderBounds(GameObject theObject)
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{
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Bounds returnBounds;
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// if the object has a collider at root level, we base our calculations on that
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if (theObject.GetComponent<Collider>()!=null)
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{
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returnBounds = theObject.GetComponent<Collider>().bounds;
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return returnBounds;
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}
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// if the object has a collider2D at root level, we base our calculations on that
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if (theObject.GetComponent<Collider2D>()!=null)
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{
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returnBounds = theObject.GetComponent<Collider2D>().bounds;
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return returnBounds;
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}
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// if the object contains at least one Collider we'll add all its children's Colliders bounds
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if (theObject.GetComponentInChildren<Collider>()!=null)
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{
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Bounds totalBounds = theObject.GetComponentInChildren<Collider>().bounds;
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Collider[] colliders = theObject.GetComponentsInChildren<Collider>();
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foreach (Collider col in colliders)
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{
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totalBounds.Encapsulate(col.bounds);
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}
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returnBounds = totalBounds;
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return returnBounds;
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}
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// if the object contains at least one Collider2D we'll add all its children's Collider2Ds bounds
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if (theObject.GetComponentInChildren<Collider2D>()!=null)
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{
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Bounds totalBounds = theObject.GetComponentInChildren<Collider2D>().bounds;
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Collider2D[] colliders = theObject.GetComponentsInChildren<Collider2D>();
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foreach (Collider2D col in colliders)
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{
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totalBounds.Encapsulate(col.bounds);
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}
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returnBounds = totalBounds;
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return returnBounds;
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}
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returnBounds = new Bounds(Vector3.zero, Vector3.zero);
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return returnBounds;
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}
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/// <summary>
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/// Gets bounds of a renderer
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/// </summary>
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/// <param name="theObject"></param>
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/// <returns></returns>
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public static Bounds GetRendererBounds(GameObject theObject)
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{
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Bounds returnBounds;
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// if the object has a renderer at root level, we base our calculations on that
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if (theObject.GetComponent<Renderer>()!=null)
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{
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returnBounds = theObject.GetComponent<Renderer>().bounds;
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return returnBounds;
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}
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// if the object contains at least one renderer we'll add all its children's renderer bounds
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if (theObject.GetComponentInChildren<Renderer>()!=null)
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{
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Bounds totalBounds = theObject.GetComponentInChildren<Renderer>().bounds;
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Renderer[] renderers = theObject.GetComponentsInChildren<Renderer>();
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foreach (Renderer renderer in renderers)
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{
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totalBounds.Encapsulate(renderer.bounds);
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}
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returnBounds = totalBounds;
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return returnBounds;
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}
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returnBounds = new Bounds(Vector3.zero, Vector3.zero);
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return returnBounds;
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}
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}
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}
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