hellbound/Assets/Sources/Lean/Common+/Extras/LeanConstrainToColliders.cs

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2021-11-26 11:16:25 +03:00
using UnityEngine;
using System.Collections.Generic;
using FSA = UnityEngine.Serialization.FormerlySerializedAsAttribute;
namespace Lean.Common
{
/// <summary>This script will constrain the current transform.position to the specified colliders.
/// NOTE: If you're using a MeshCollider then it must be marked as <b>convex</b>.</summary>
[DefaultExecutionOrder(200)]
[HelpURL(LeanHelper.PlusHelpUrlPrefix + "LeanConstrainToColliders")]
[AddComponentMenu(LeanHelper.ComponentPathPrefix + "Constrain To Colliders")]
public class LeanConstrainToColliders : MonoBehaviour
{
/// <summary>The colliders this transform will be constrained to.</summary>
public List<Collider> Colliders { get { if (colliders == null) colliders = new List<Collider>(); return colliders; } } [FSA("Colliders")] [SerializeField] private List<Collider> colliders;
protected virtual void LateUpdate()
{
if (colliders != null)
{
var oldPosition = transform.position;
var newPosition = default(Vector3);
var distance = float.PositiveInfinity;
var count = 0;
var moved = 0;
for (var i = colliders.Count - 1; i >= 0; i--)
{
var collider = colliders[i];
if (collider != null)
{
var testPosition = collider.ClosestPoint(oldPosition);
if (testPosition != oldPosition)
{
moved++;
var testDistance = Vector3.SqrMagnitude(testPosition - oldPosition);
if (testDistance < distance)
{
distance = testDistance;
newPosition = testPosition;
}
}
count++;
}
}
if (count > 0 && count == moved)
{
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 = LeanConstrainToColliders;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanConstrainToColliders_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("colliders", "The colliders this transform will be constrained to.");
}
}
}
#endif