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92 lines
3.4 KiB
C#
92 lines
3.4 KiB
C#
3 months ago
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using System.Collections.Generic;
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using System.Linq;
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using D2D.Core;
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using D2D.Utils;
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using UnityEngine;
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namespace D2D.Utilities
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{
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public static class DRay
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{
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/// <summary>
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/// Just raycast simplifier.
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/// </summary>
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public static RaycastHit? GetHit(this Transform transform, Vector3 direction, float length, LayerMask layerMask)
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{
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if (Physics.Raycast(transform.position, direction, out RaycastHit hit, length, layerMask))
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{
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Debug.DrawRay(transform.position, direction * hit.distance, Color.green);
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if (CoreSettings.Instance.raycastDebugPauseEnabled)
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Debug.Break();
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return hit;
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}
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Debug.DrawRay(transform.position, direction * length, Color.red);
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if (CoreSettings.Instance.raycastDebugPauseEnabled)
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Debug.Break();
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return null;
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}
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public static RaycastHit? GetForwardHit(this Transform transform, float length, LayerMask layerMask)
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{
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return GetHit(transform, transform.forward, length, layerMask);
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}
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public static bool IsForwardHit(this Transform transform, float length, LayerMask layerMask)
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{
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return GetHit(transform, transform.forward, length, layerMask) != null;
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}
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public static bool IsHit(this Transform transform, Vector3 direction, float length, LayerMask layerMask)
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{
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return GetHit(transform, direction, length, layerMask) != null;
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}
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/// <summary>
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/// For instance useful if we check everything around player (like a flower ray around him).
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/// normal = new Vector(1, 0, 0) in original
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/// </summary>
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public static RaycastHit?[] GetHitAngular(this Transform transform, Vector3 normal, float length, LayerMask layerMask, int raysCount = 10)
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{
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float anglePerRay = 360f / raysCount;
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var hitAngles = new List<RaycastHit?>();
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for (int i = 0; i < raysCount; i++)
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{
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float angle = anglePerRay * i;
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var direction = Quaternion.Euler(0, angle, 0) * normal;
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var hit = GetHit(transform, direction, length, layerMask);
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if (hit != null)
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hitAngles.Add(hit);
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}
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return hitAngles.ToArray();
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}
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public static float? GetAverageHitAngle(this Transform transform, Vector3 normal, float length, LayerMask layerMask, int raysCount = 10)
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{
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float anglePerRay = 360f / raysCount;
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var hitAngles = new List<float>();
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for (int i = 0; i < raysCount; i++)
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{
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float angle = anglePerRay * i;
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var direction = Quaternion.Euler(0, angle, 0) * normal;
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if (IsHit(transform, direction, length, layerMask))
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hitAngles.Add(angle);
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}
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if (hitAngles.IsNullOrEmpty())
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return null;
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return hitAngles.Average();
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}
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public static bool IsHitAngular(this Transform transform, Vector3 normal, float length, LayerMask layerMask, int raysCount = 10)
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{
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return !GetHitAngular(transform, normal, length, layerMask, raysCount).IsNullOrEmpty();
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}
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}
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}
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