83 lines
2.3 KiB
C#
83 lines
2.3 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
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namespace Lean.Common
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{
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/// <summary>This script will constrain the current transform.position to the specified colliders.
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/// NOTE: If you're using a MeshCollider then it must be marked as <b>convex</b>.</summary>
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[DefaultExecutionOrder(200)]
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[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanConstrainToColliders")]
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[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Constrain To Colliders")]
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public class LeanConstrainToColliders : MonoBehaviour
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{
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/// <summary>The colliders this transform will be constrained to.</summary>
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public List<Collider> Colliders { get { if (colliders == null) colliders = new List<Collider>(); return colliders; } } [FSA("Colliders")] [SerializeField] private List<Collider> colliders;
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protected virtual void LateUpdate()
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{
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if (colliders != null)
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{
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var oldPosition = transform.position;
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var newPosition = default(Vector3);
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var distance = float.PositiveInfinity;
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var count = 0;
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var moved = 0;
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for (var i = colliders.Count - 1; i >= 0; i--)
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{
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var collider = colliders[i];
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if (collider != null)
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{
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var testPosition = collider.ClosestPoint(oldPosition);
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if (testPosition != oldPosition)
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{
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moved++;
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var testDistance = Vector3.SqrMagnitude(testPosition - oldPosition);
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if (testDistance < distance)
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{
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distance = testDistance;
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newPosition = testPosition;
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}
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}
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count++;
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}
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}
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if (count > 0 && count == moved)
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{
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if (Mathf.Approximately(oldPosition.x, newPosition.x) == false ||
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Mathf.Approximately(oldPosition.y, newPosition.y) == false ||
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Mathf.Approximately(oldPosition.z, newPosition.z) == false)
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{
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transform.position = newPosition;
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}
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}
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}
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}
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}
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}
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#if UNITY_EDITOR
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namespace Lean.Common.Editor
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{
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using TARGET = LeanConstrainToColliders;
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[UnityEditor.CanEditMultipleObjects]
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[UnityEditor.CustomEditor(typeof(TARGET))]
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public class LeanConstrainToColliders_Editor : LeanEditor
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{
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protected override void OnInspector()
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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Draw("colliders", "The colliders this transform will be constrained to.");
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}
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}
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}
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#endif |