hellbound/Assets/Sources/Feel/MMTools/Tools/MMMovement/MMPreventPassingThrough2D.cs

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2021-11-26 11:16:25 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Tools
{
/// <summary>
/// Prevents fast moving objects from going through colliders by casting a ray backwards after each movement
/// </summary>
[AddComponentMenu("More Mountains/Tools/Movement/MMPreventPassingThrough2D")]
public class MMPreventPassingThrough2D : MonoBehaviour
{
/// the layer mask to search obstacles on
public LayerMask ObstaclesLayerMask;
/// the bounds adjustment variable
public float SkinWidth = 0.1f;
public bool RepositionRigidbody = true;
[Header("Debug")]
[MMReadOnly]
public RaycastHit2D Hit;
protected float _smallestBoundsWidth;
protected float _adjustedSmallestBoundsWidth;
protected float _squaredBoundsWidth;
protected Vector3 _positionLastFrame;
protected Rigidbody2D _rigidbody;
protected Collider2D _collider;
protected Vector2 _lastMovement;
protected float _lastMovementSquared;
/// <summary>
/// On Start we initialize our object
/// </summary>
protected virtual void Start()
{
Initialization ();
}
/// <summary>
/// Grabs the rigidbody and computes the bounds width
/// </summary>
protected virtual void Initialization()
{
_rigidbody = GetComponent<Rigidbody2D>();
_positionLastFrame = _rigidbody.position;
_collider = GetComponent<Collider2D>();
_smallestBoundsWidth = Mathf.Min(Mathf.Min(_collider.bounds.extents.x, _collider.bounds.extents.y), _collider.bounds.extents.z);
_adjustedSmallestBoundsWidth = _smallestBoundsWidth * (1.0f - SkinWidth);
_squaredBoundsWidth = _smallestBoundsWidth * _smallestBoundsWidth;
}
/// <summary>
/// On Enable, we initialize our last frame position
/// </summary>
protected virtual void OnEnable()
{
_positionLastFrame = this.transform.position;
}
/// <summary>
/// On fixedUpdate, checks the last movement and if needed casts a ray to detect obstacles
/// </summary>
protected virtual void Update()
{
_lastMovement = this.transform.position - _positionLastFrame;
_lastMovementSquared = _lastMovement.sqrMagnitude;
// if we've moved further than our bounds, we may have missed something
if (_lastMovementSquared > _squaredBoundsWidth)
{
float movementMagnitude = Mathf.Sqrt(_lastMovementSquared);
// we cast a ray backwards to see if we should have hit something
RaycastHit2D hitInfo = MMDebug.RayCast(_positionLastFrame, _lastMovement.normalized, movementMagnitude, ObstaclesLayerMask, Color.blue, true);
if (hitInfo.collider != null)
{
if (hitInfo.collider.isTrigger)
{
hitInfo.collider.SendMessage("OnTriggerEnter2D", _collider, SendMessageOptions.DontRequireReceiver);
}
if (!hitInfo.collider.isTrigger)
{
Hit = hitInfo;
this.gameObject.SendMessage("PreventedCollision2D", Hit, SendMessageOptions.DontRequireReceiver);
if (RepositionRigidbody)
{
this.transform.position = hitInfo.point - (_lastMovement / movementMagnitude) * _adjustedSmallestBoundsWidth;
_rigidbody.position = hitInfo.point - (_lastMovement / movementMagnitude) * _adjustedSmallestBoundsWidth;
}
}
}
}
_positionLastFrame = this.transform.position;
}
}
}