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CrowdControl/Assets/3rd/D2D_Scripts/Utilities/CodeSugar/SexyOverlap.cs

109 lines
3.2 KiB
C#

2 months ago
using System;
using System.Collections.Generic;
using D2D.Utilities;
using UnityEngine;
using static D2D.Utilities.SettingsFacade;
using static D2D.Utilities.CommonLazyFacade;
using static D2D.Utilities.CommonGameplayFacade;
namespace D2D
{
/// <summary>
/// Forget about rigidbody bullshit and headache. Enjoy Sexy. Overlap...
/// </summary>
public class SexyOverlap : SmartScript
{
[SerializeField] private LayerMask _layer;
[SerializeField] private int _framesSkipBetween = 2;
[SerializeField] private int _collidersCapacity = 100;
[SerializeField] private bool _autoCastInUpdate = true;
public Transform NearestTouched(Transform to) => HasTouch ? to.Closest(AllTouched).transform : null;
public T NearestTouchedOfType<T>(Transform to) where T: Component => HasTouch ? to.ClosestOfType<T>(AllTouched) : null;
public List<Collider> AllTouched { get; private set; }
public Collider Touched { get; private set; }
public bool HasTouch { get; private set; }
private Collider[] _colliders;
private bool _isSphere;
private float _radius;
private Vector3 _offset;
private SphereCollider _sphere;
private void OnDrawGizmos()
{
if (_isSphere)
{
Gizmos.color = Touched ? Color.green : Color.red;
var p = transform.TransformPoint(_offset);
var r = _radius * transform.localScale.x;
Gizmos.DrawSphere(p, r);
}
}
private void OnEnable()
{
_colliders = new Collider[_collidersCapacity];
AllTouched = new List<Collider>();
_sphere = Get<SphereCollider>();
if (_sphere != null)
{
_isSphere = true;
_radius = _sphere.radius;
_offset = _sphere.center;
_sphere.enabled = false;
}
}
private void Start()
{
if (_sphere != null)
{
_sphere.enabled = false;
}
}
private void Update()
{
if (!_autoCastInUpdate)
return;
if (Time.frameCount % _framesSkipBetween == 0)
Cast();
}
public void Cast()
{
Array.Clear(_colliders,0, _collidersCapacity);
var p = transform.TransformPoint(_offset);
var r = _radius * transform.localScale.x;
int numColliders = Physics.OverlapSphereNonAlloc(p, r, _colliders, _layer.value);
HasTouch = false;
Touched = null;
AllTouched.Clear();
for (var i = 0; i < _colliders.Length; i++)
{
if (_colliders[i] != null && _colliders[i].gameObject != gameObject)
{
if (Touched == null)
{
Touched = _colliders[i];
HasTouch = true;
}
AllTouched.Add(_colliders[i]);
}
}
}
}
}