using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace MoreMountains.Tools
{
///
/// Prevents fast moving objects from going through colliders by casting a ray backwards after each movement
///
[AddComponentMenu("More Mountains/Tools/Movement/MMPreventPassingThrough2D")]
public class MMPreventPassingThrough2D : MonoBehaviour
{
public enum Modes { Raycast, BoxCast }
/// whether to cast a ray or a boxcast to look for targets
public Modes Mode = Modes.Raycast;
/// the layer mask to search obstacles on
public LayerMask ObstaclesLayerMask;
/// the bounds adjustment variable
public float SkinWidth = 0.1f;
/// whether or not to reposition the rb if hitting a trigger collider
public bool RepositionRigidbodyIfHitTrigger = true;
/// whether or not to reposition the rb if hitting a non trigger collider
[FormerlySerializedAs("RepositionRigidbody")]
public bool RepositionRigidbodyIfHitNonTrigger = true;
[Header("Debug")]
[MMReadOnly]
public RaycastHit2D Hit;
protected float _smallestBoundsWidth;
protected float _adjustedSmallestBoundsWidth;
protected float _squaredBoundsWidth;
protected Vector3 _positionLastFrame;
protected Rigidbody2D _rigidbody;
protected Collider2D _collider;
protected Vector2 _lastMovement;
protected float _lastMovementSquared;
protected RaycastHit2D _hitInfo;
protected Vector2 _colliderSize;
///
/// On Start we initialize our object
///
protected virtual void Start()
{
Initialization ();
}
///
/// Grabs the rigidbody and computes the bounds width
///
protected virtual void Initialization()
{
_rigidbody = GetComponent();
_positionLastFrame = _rigidbody.position;
_collider = GetComponent();
if (_collider as BoxCollider2D != null)
{
_colliderSize = (_collider as BoxCollider2D).size;
}
_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;
}
///
/// On Enable, we initialize our last frame position
///
protected virtual void OnEnable()
{
_positionLastFrame = this.transform.position;
}
///
/// On fixedUpdate, checks the last movement and if needed casts a ray to detect obstacles
///
protected virtual void Update()
{
_lastMovement = this.transform.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
if (Mode == Modes.Raycast)
{
_hitInfo = MMDebug.RayCast(_positionLastFrame, _lastMovement.normalized, movementMagnitude, ObstaclesLayerMask, Color.blue, true);
}
else
{
_hitInfo = Physics2D.BoxCast(origin: _positionLastFrame,
size: _colliderSize,
angle: 0,
layerMask: ObstaclesLayerMask,
direction: _lastMovement.normalized,
distance: movementMagnitude);
}
if (_hitInfo.collider != null)
{
if (_hitInfo.collider.isTrigger)
{
_hitInfo.collider.SendMessage("OnTriggerEnter2D", _collider, SendMessageOptions.DontRequireReceiver);
if (RepositionRigidbodyIfHitTrigger)
{
this.transform.position = _hitInfo.point - (_lastMovement / movementMagnitude) * _adjustedSmallestBoundsWidth;
_rigidbody.position = _hitInfo.point - (_lastMovement / movementMagnitude) * _adjustedSmallestBoundsWidth;
}
}
if (!_hitInfo.collider.isTrigger)
{
Hit = _hitInfo;
this.gameObject.SendMessage("PreventedCollision2D", Hit, SendMessageOptions.DontRequireReceiver);
if (RepositionRigidbodyIfHitNonTrigger)
{
this.transform.position = _hitInfo.point - (_lastMovement / movementMagnitude) * _adjustedSmallestBoundsWidth;
_rigidbody.position = _hitInfo.point - (_lastMovement / movementMagnitude) * _adjustedSmallestBoundsWidth;
}
}
}
}
_positionLastFrame = this.transform.position;
}
}
}