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64 lines
1.6 KiB
C#
64 lines
1.6 KiB
C#
using UnityEngine;
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using System;
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using System.Collections;
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using System.Linq;
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using AV.Inspector.Runtime;
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using D2D;
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using D2D.Gameplay;
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using D2D.Utilities;
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using UnityEditor;
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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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public class DRay : SmartScriptAlloc
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{
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[SerializeField] private LayerMask _layer;
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[SerializeField] private float _distance;
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[SerializeField] private float _checkFramesDelay = -1;
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[ReadOnly] [SerializeField] private bool _is;
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[SerializeField] private RaycastHit? _hit;
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public RaycastHit? Hit => _hit;
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public bool IsHit => _is;
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#if UNITY_EDITOR
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = _is ? Color.green : Color.red;
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var p1 = transform.position;
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var p2 = p1 + transform.forward * _distance;
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Handles.DrawBezier(p1,p2,p1,p2, Gizmos.color, null, 10f);
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Gizmos.DrawSphere(p2, .05f);
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}
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#endif
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private void FixedUpdate()
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{
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if (_checkFramesDelay < 0)
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{
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CheckRaycast();
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}
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else
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{
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if (Time.frameCount % _checkFramesDelay == 0)
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CheckRaycast();
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}
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}
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private void CheckRaycast()
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{
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_hit = transform.GetForwardHit(_distance, _layer);
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_is = _hit.HasValue;
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}
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}
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} |