51 lines
1.6 KiB
C#
51 lines
1.6 KiB
C#
using UnityEngine;
|
|
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
|
|
|
|
namespace Lean.Common
|
|
{
|
|
/// <summary>This component will constrain the current <b>transform.position</b> to the specified collider.
|
|
/// NOTE: If you're using a MeshCollider then it must be marked as <b>convex</b>.</summary>
|
|
[DefaultExecutionOrder(200)]
|
|
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanConstrainToCollider")]
|
|
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Constrain To Collider")]
|
|
public class LeanConstrainToCollider : MonoBehaviour
|
|
{
|
|
/// <summary>The collider this transform will be constrained to.</summary>
|
|
public Collider Collider { set { _collider = value; } get { return _collider; } } [FSA("Collider")] [SerializeField] private Collider _collider;
|
|
|
|
protected virtual void LateUpdate()
|
|
{
|
|
if (_collider != null)
|
|
{
|
|
var oldPosition = transform.position;
|
|
var newPosition = _collider.ClosestPoint(oldPosition);
|
|
|
|
if (Mathf.Approximately(oldPosition.x, newPosition.x) == false ||
|
|
Mathf.Approximately(oldPosition.y, newPosition.y) == false ||
|
|
Mathf.Approximately(oldPosition.z, newPosition.z) == false)
|
|
{
|
|
transform.position = newPosition;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
namespace Lean.Common.Editor
|
|
{
|
|
using TARGET = LeanConstrainToCollider;
|
|
|
|
[UnityEditor.CanEditMultipleObjects]
|
|
[UnityEditor.CustomEditor(typeof(TARGET))]
|
|
public class LeanConstrainToCollider_Editor : LeanEditor
|
|
{
|
|
protected override void OnInspector()
|
|
{
|
|
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
|
|
|
|
Draw("_collider", "The collider this transform will be constrained to.");
|
|
}
|
|
}
|
|
}
|
|
#endif |