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CrowdControl/Assets/Feel/MMTools/Tools/MMCinemachine/MMCinemachineZone/MMCinemachineZone2D.cs

161 lines
4.9 KiB
C#

#if MM_CINEMACHINE
using Cinemachine;
#endif
using UnityEngine;
namespace MoreMountains.Tools
{
/// <summary>
/// 2D Implementation of the CinemachineZone abstract class
/// </summary>
[RequireComponent(typeof(Collider2D))]
public class MMCinemachineZone2D : MMCinemachineZone
{
protected Collider2D _collider2D;
protected Collider2D _confinerCollider2D;
protected Rigidbody2D _confinerRigidbody2D;
protected CompositeCollider2D _confinerCompositeCollider2D;
protected BoxCollider2D _boxCollider2D;
protected CircleCollider2D _circleCollider2D;
protected PolygonCollider2D _polygonCollider2D;
#if MM_CINEMACHINE
protected CinemachineConfiner _cinemachineConfiner;
/// <summary>
/// Gets and sets up the colliders
/// </summary>
protected override void InitializeCollider()
{
_collider2D = GetComponent<Collider2D>();
_boxCollider2D = GetComponent<BoxCollider2D>();
_circleCollider2D = GetComponent<CircleCollider2D>();
_polygonCollider2D = GetComponent<PolygonCollider2D>();
_collider2D.isTrigger = true;
}
/// <summary>
/// Creates and sets up the camera's confiner
/// </summary>
protected override void SetupConfiner()
{
// we add a rigidbody2D to it and set it up
_confinerRigidbody2D = _confinerGameObject.AddComponent<Rigidbody2D>();
_confinerRigidbody2D.bodyType = RigidbodyType2D.Static;
_confinerRigidbody2D.simulated = false;
_confinerRigidbody2D.useAutoMass = true;
_confinerRigidbody2D.bodyType = RigidbodyType2D.Dynamic;
// we copy the collider and set it up
CopyCollider();
_confinerGameObject.transform.localPosition = Vector3.zero;
// we reset these settings, set differently initially to avoid a weird Unity warning
_confinerRigidbody2D.bodyType = RigidbodyType2D.Static;
_confinerRigidbody2D.useAutoMass = false;
// we add a composite collider 2D and set it up
_confinerCompositeCollider2D = _confinerGameObject.AddComponent<CompositeCollider2D>();
_confinerCompositeCollider2D.geometryType = CompositeCollider2D.GeometryType.Polygons;
// we set the composite collider as the virtual camera's confiner
_cinemachineConfiner = VirtualCamera.gameObject.MMGetComponentAroundOrAdd<CinemachineConfiner>();
_cinemachineConfiner.m_ConfineMode = CinemachineConfiner.Mode.Confine2D;
_cinemachineConfiner.m_ConfineScreenEdges = true;
_cinemachineConfiner.m_BoundingShape2D = _confinerCompositeCollider2D;
}
/// <summary>
/// Copies the initial collider to the composite
/// </summary>
protected virtual void CopyCollider()
{
if (_boxCollider2D != null)
{
BoxCollider2D boxCollider2D = _confinerGameObject.AddComponent<BoxCollider2D>();
boxCollider2D.size = _boxCollider2D.size;
boxCollider2D.offset = _boxCollider2D.offset;
boxCollider2D.usedByComposite = true;
boxCollider2D.isTrigger = true;
}
if (_circleCollider2D != null)
{
CircleCollider2D circleCollider2D = _confinerGameObject.AddComponent<CircleCollider2D>();
circleCollider2D.isTrigger = true;
circleCollider2D.usedByComposite = true;
circleCollider2D.offset = _circleCollider2D.offset;
circleCollider2D.radius = _circleCollider2D.radius;
}
if (_polygonCollider2D != null)
{
PolygonCollider2D polygonCollider2D = _confinerGameObject.AddComponent<PolygonCollider2D>();
polygonCollider2D.isTrigger = true;
polygonCollider2D.usedByComposite = true;
polygonCollider2D.offset = _polygonCollider2D.offset;
polygonCollider2D.points = _polygonCollider2D.points;
}
}
/// <summary>
/// On enter, enables the camera and triggers the enter event
/// </summary>
/// <param name="collider"></param>
protected virtual void OnTriggerEnter2D(Collider2D collider)
{
if (!TestCollidingGameObject(collider.gameObject))
{
return;
}
if (TriggerMask.MMContains (collider.gameObject))
{
EnterZone();
}
}
/// <summary>
/// On exit, disables the camera and invokes the exit event
/// </summary>
/// <param name="collider"></param>
protected virtual void OnTriggerExit2D(Collider2D collider)
{
if (!TestCollidingGameObject(collider.gameObject))
{
return;
}
if (TriggerMask.MMContains (collider.gameObject))
{
ExitZone();
}
}
#endif
#if UNITY_EDITOR
/// <summary>
/// Draws gizmos to show the shape of the zone
/// </summary>
protected virtual void OnDrawGizmos()
{
if (!DrawGizmos)
{
return;
}
Gizmos.color = GizmosColor;
if ((_boxCollider2D != null) && _boxCollider2D.enabled)
{
_gizmoSize.x = _boxCollider2D.bounds.size.x ;
_gizmoSize.y = _boxCollider2D.bounds.size.y ;
_gizmoSize.z = 1f;
Gizmos.DrawCube(_boxCollider2D.bounds.center, _gizmoSize);
}
if (_circleCollider2D != null && _circleCollider2D.enabled)
{
Gizmos.DrawSphere((Vector2)this.transform.position + _circleCollider2D.offset, _circleCollider2D.radius);
}
}
#endif
}
}