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