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154 lines
5.1 KiB
154 lines
5.1 KiB
5 years ago
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// This code is part of the Fungus library (https://github.com/snozbot/fungus)
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using UnityEngine;
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namespace Fungus
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{
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[CommandInfo("Physics2D",
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"Overlap2D",
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"Find all gameobjects hit by given physics shape overlap")]
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[AddComponentMenu("")]
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public class Physics2DOverlap : CollectionBaseCommand
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{
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public enum Shape
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{
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Point,
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Area,
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Box,
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Circle,
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Capsule,
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}
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[Tooltip("")]
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[SerializeField]
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protected Shape shape = Shape.Box;
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[Tooltip("Starting point or centre of shape")]
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[SerializeField]
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protected Vector3Data position1;
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[Tooltip("AREA ONLY")]
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[SerializeField]
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protected Vector3Data areaEndPosition;
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[Tooltip("CAPSULE & Circle ONLY")]
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[SerializeField]
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protected FloatData radius = new FloatData(0.5f);
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[Tooltip("BOX & CAPSULE ONLY")]
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[SerializeField]
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protected Vector3Data shapeSize = new Vector3Data(Vector3.one * 0.5f);
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[Tooltip("BOX & CAPSULE ONLY")]
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[SerializeField]
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protected FloatData shapeAngle;
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[Tooltip("")]
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[SerializeField]
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protected LayerMask layerMask = ~0;
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[Tooltip("")]
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[SerializeField]
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protected FloatData minDepth = new FloatData(float.NegativeInfinity), maxDepth = new FloatData(float.PositiveInfinity);
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[SerializeField]
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protected CapsuleDirection2D capsuleDirection;
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public override void OnEnter()
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{
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var col = collection.Value;
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if (col != null)
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{
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Collider2D[] resColliders = null;
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switch (shape)
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{
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case Shape.Area:
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resColliders = Physics2D.OverlapAreaAll(position1.Value, areaEndPosition.Value, layerMask.value, minDepth.Value, maxDepth.Value);
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break;
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case Shape.Box:
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resColliders = Physics2D.OverlapBoxAll(position1.Value, shapeSize.Value, shapeAngle.Value, layerMask.value, minDepth.Value, maxDepth.Value);
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break;
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case Shape.Circle:
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resColliders = Physics2D.OverlapCircleAll(position1.Value, radius.Value, layerMask.value, minDepth.Value, maxDepth.Value);
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break;
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case Shape.Capsule:
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resColliders = Physics2D.OverlapCapsuleAll(position1.Value, shapeSize.Value, capsuleDirection, shapeAngle.Value, layerMask.value, minDepth.Value, maxDepth.Value);
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break;
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case Shape.Point:
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resColliders = Physics2D.OverlapPointAll(position1.Value, layerMask.value, minDepth.Value, maxDepth.Value);
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break;
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default:
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break;
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}
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PutCollidersIntoGameObjectCollection(resColliders);
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}
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Continue();
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}
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protected void PutCollidersIntoGameObjectCollection(Collider2D[] resColliders)
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{
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if (resColliders != null)
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{
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var col = collection.Value;
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for (int i = 0; i < resColliders.Length; i++)
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{
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col.Add(resColliders[i].gameObject);
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}
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}
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}
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public override bool HasReference(Variable variable)
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{
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return variable == position1.vector3Ref ||
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variable == areaEndPosition.vector3Ref ||
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variable == radius.floatRef ||
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variable == shapeSize.vector3Ref ||
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variable == shapeAngle.floatRef ||
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variable == minDepth.floatRef ||
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variable == maxDepth.floatRef ||
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base.HasReference(variable);
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}
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public override string GetSummary()
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{
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if (collection.Value == null)
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return "Error: no collection selected";
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//TODO we could support more than just GOs
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if (!(collection.Value is GameObjectCollection))
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return "Error: collection is not GameObjectCollection";
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return shape.ToString() + ", store in " + collection.Value.name;
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}
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public override bool IsPropertyVisible(string propertyName)
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{
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if (shape == Shape.Capsule && propertyName == "capsulePosition2")
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return true;
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if (shape == Shape.Area && propertyName == "areaEndPosition")
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return true;
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if ((shape == Shape.Capsule || shape == Shape.Circle) && propertyName == "radius")
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return true;
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if ((shape == Shape.Capsule || shape == Shape.Box) && propertyName == "shapeAngle")
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return true;
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if (shape == Shape.Box && (propertyName == "boxHalfExtends" || propertyName == "boxOrientation"))
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return true;
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return base.IsPropertyVisible(propertyName);
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}
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}
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}
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