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162 lines
5.5 KiB
162 lines
5.5 KiB
// 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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"Cast2D", |
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"Find all gameobjects hit by given physics shape overlap")] |
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[AddComponentMenu("")] |
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public class Physics2DCast : CollectionBaseCommand |
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{ |
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public enum CastType |
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{ |
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Box, |
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Capsule, |
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Circle, |
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Line, |
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Ray, |
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} |
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[Tooltip("")] |
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[SerializeField] |
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protected CastType castType = CastType.Ray; |
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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("")] |
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[SerializeField] |
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protected Vector3Data direction; |
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[Tooltip("")] |
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[SerializeField] |
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protected FloatData maxDistance = new FloatData(float.PositiveInfinity); |
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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("LINE ONLY")] |
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[SerializeField] |
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protected Vector3Data lineEnd; |
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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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RaycastHit2D[] resHits = null; |
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switch (castType) |
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{ |
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case CastType.Box: |
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resHits = Physics2D.BoxCastAll(position1.Value, shapeSize.Value, shapeAngle.Value, direction.Value, maxDistance.Value, layerMask.value, minDepth.Value, maxDepth.Value); |
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break; |
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case CastType.Capsule: |
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resHits = Physics2D.CapsuleCastAll(position1.Value, shapeSize.Value, capsuleDirection, shapeAngle.Value, direction.Value, maxDistance.Value, layerMask.value, minDepth.Value, maxDepth.Value); |
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break; |
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case CastType.Circle: |
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resHits = Physics2D.CircleCastAll(position1.Value, radius.Value, direction.Value, maxDistance.Value, layerMask.value, minDepth.Value, maxDepth.Value); |
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break; |
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case CastType.Line: |
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resHits = Physics2D.LinecastAll(position1.Value, lineEnd.Value, layerMask.value, minDepth.Value, maxDepth.Value); |
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break; |
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case CastType.Ray: |
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resHits = Physics2D.RaycastAll(position1.Value, direction.Value, maxDistance.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(resHits); |
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} |
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Continue(); |
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} |
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protected void PutCollidersIntoGameObjectCollection(RaycastHit2D[] 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].collider.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 == 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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variable == direction.vector3Ref || |
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variable == maxDistance.floatRef || |
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variable == lineEnd.vector3Ref || |
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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 castType.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 (castType == CastType.Capsule && propertyName == "capsulePosition2") |
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return true; |
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if (castType == CastType.Line && propertyName == "lineEnd") |
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return true; |
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if ((castType == CastType.Capsule || castType == CastType.Circle) && propertyName == "radius") |
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return true; |
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if ((castType == CastType.Capsule || castType == CastType.Box) && |
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(propertyName == "shapeAngle" || propertyName == "shapeSize")) |
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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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} |