rabidus-test/Assets/Dreamteck/Splines/Components/EdgeColliderGenerator.cs

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C#
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2023-07-24 16:38:13 +03:00
using UnityEngine;
using System.Collections;
using System.Threading;
namespace Dreamteck.Splines
{
[AddComponentMenu("Dreamteck/Splines/Users/Edge Collider Generator")]
[RequireComponent(typeof(EdgeCollider2D))]
public class EdgeColliderGenerator : SplineUser
{
public float offset
{
get { return _offset; }
set
{
if (value != _offset)
{
_offset = value;
Rebuild();
}
}
}
[SerializeField]
[HideInInspector]
private float _offset = 0f;
[SerializeField]
[HideInInspector]
protected EdgeCollider2D edgeCollider;
[SerializeField]
[HideInInspector]
protected Vector2[] vertices = new Vector2[0];
[HideInInspector]
public float updateRate = 0.1f;
protected float lastUpdateTime = 0f;
private bool updateCollider = false;
protected override void Awake()
{
base.Awake();
edgeCollider = GetComponent<EdgeCollider2D>();
}
protected override void Reset()
{
base.Reset();
}
protected override void OnEnable()
{
base.OnEnable();
}
protected override void OnDisable()
{
base.OnDisable();
}
protected override void OnDestroy()
{
base.OnDestroy();
}
protected override void LateRun()
{
base.LateRun();
if (updateCollider)
{
if (edgeCollider != null)
{
if (Time.time - lastUpdateTime >= updateRate)
{
lastUpdateTime = Time.time;
updateCollider = false;
edgeCollider.points = vertices;
}
}
}
}
protected override void Build()
{
base.Build();
if (vertices.Length != sampleCount) vertices = new Vector2[sampleCount];
bool hasOffset = offset != 0f;
for (int i = 0; i < sampleCount; i++)
{
GetSample(i, ref evalResult);
vertices[i] = evalResult.position;
if (hasOffset)
{
Vector2 right = new Vector2(-evalResult.forward.y, evalResult.forward.x).normalized * evalResult.size;
vertices[i] += right * offset;
}
}
}
protected override void PostBuild()
{
base.PostBuild();
if (edgeCollider == null) return;
for(int i = 0; i < vertices.Length; i++) vertices[i] = transform.InverseTransformPoint(vertices[i]);
#if UNITY_EDITOR
if (!Application.isPlaying || updateRate <= 0f)
{
edgeCollider.points = vertices;
} else updateCollider = true;
#else
if(updateRate == 0f) edgeCollider.points = vertices;
else updateCollider = true;
#endif
}
}
}