using System.Collections; using System.Collections.Generic; using BITKit; using BITKit.Entities; using Unity.Mathematics; using UnityEngine; namespace BITFALL.Scene { public class DestructibleCollider : MonoBehaviour,IDamagable,ISceneBlockArea { [SerializeField] private int health; [SerializeField] private new Collider collider; public IHealth Health => null; public IUnityEntity UnityEntity => null; public Rigidbody Rigidbody => null; public void GiveDamage(DamageMessage message) { health -= message.Damage; } public bool IsBlocked=>health>0; public bool InRange(float3 position) { return collider.bounds.Contains(position); } public bool InRange(float3 position, float3 direction) { var ray = new Ray(position, direction); if (collider.Raycast(ray, out var hit, 1)) { Debug.DrawLine(position,hit.point,Color.red,1); return true; } Debug.DrawLine(position,position+direction,Color.blue,1); return false; } } }