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35
Unity/Scripts/Physics/IClosePoint.cs
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35
Unity/Scripts/Physics/IClosePoint.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BITKit
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{
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public interface IClosePoint
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{
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bool TryGetClosePoint(out Vector3 vector3);
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}
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[System.Serializable]
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public class GetClosePointFromCollider : IClosePoint
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{
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public Transform root;
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public LayerMask layerMask;
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public float distance;
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public bool TryGetClosePoint(out Vector3 vector3)
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{
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vector3 = default;
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if (Physics.Raycast(root.position, root.forward, out var raycastHit, distance, layerMask))
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{
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var collider = raycastHit.collider;
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switch (collider)
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{
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case MeshCollider meshCollider:
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if (meshCollider.convex is false)
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return false;
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break;
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}
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vector3 = collider.ClosestPoint(root.position + Vector3.up);
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return vector3.y == collider.bounds.center.y + collider.bounds.extents.y;
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}
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return false;
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}
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}
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}
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10
Unity/Scripts/Physics/IPhysicsImpact.cs
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10
Unity/Scripts/Physics/IPhysicsImpact.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BITKit
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{
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public interface IPhysicsImpact
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{
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void AddImpact(Vector3 force);
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}
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}
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49
Unity/Scripts/Physics/OnPhysics.cs
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49
Unity/Scripts/Physics/OnPhysics.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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namespace BITKit
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{
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public class OnPhysics : MonoBehaviour
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{
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[Header(Constant.Header.Settings)]
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public bool debug;
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[Header(Constant.Header.Events)]
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public UnityEvent<Collider> onTriggerEnter = new();
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public UnityEvent<Collider> onTriggerExit = new();
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public UnityEvent<Collider> onTriggerStay = new();
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public UnityEvent<Collision> onCollisionEnter = new();
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public UnityEvent<Collision> onCollisionExit = new();
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public UnityEvent<Collision> onCollisionStay = new();
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void OnTriggerEnter(Collider collider)
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{
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onTriggerEnter.Invoke(collider);
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if (debug) Debug.Log(collider.name);
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}
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void OnTriggerExit(Collider collider)
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{
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onTriggerExit.Invoke(collider);
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if (debug) Debug.Log(collider.name);
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}
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void OnTriggerStay(Collider collider)
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{
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onTriggerStay.Invoke(collider);
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if (debug) Debug.Log(collider.name);
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}
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void OnCollisionEnter(Collision collision)
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{
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onCollisionEnter.Invoke(collision);
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if (debug) Debug.Log(collision.collider.name);
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}
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void OnCollisionExit(Collision collision)
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{
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onCollisionExit.Invoke(collision);
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if (debug) Debug.Log(collision.collider.name);
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}
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void OnCollisionStay(Collision collision)
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{
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onCollisionStay.Invoke(collision);
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if (debug) Debug.Log(collision.collider.name);
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}
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}
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}
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16
Unity/Scripts/Physics/PhysicsHelper.cs
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16
Unity/Scripts/Physics/PhysicsHelper.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Cysharp.Threading.Tasks;
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namespace BITKit
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{
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public static class PhysicsHelper
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{
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public static async void AddForceAtPositionAsync(this Rigidbody rigidbody, Vector3 force, Vector3 position)
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{
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await UniTask.DelayFrame(8);
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if (rigidbody is not null)
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rigidbody.AddForceAtPosition(force, position);
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}
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}
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}
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16
Unity/Scripts/Physics/PhysicsImpacter.cs
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16
Unity/Scripts/Physics/PhysicsImpacter.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BITKit
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{
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public class PhysicsImpacter : MonoBehaviour
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{
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void OnCollisionEnter(Collision collision)
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{
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if (collision.transform.TryGetComponent<IPhysicsImpact>(out var impact))
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{
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impact.AddImpact(collision.relativeVelocity);
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}
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}
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}
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}
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18
Unity/Scripts/Physics/PhysicsInfo.cs
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18
Unity/Scripts/Physics/PhysicsInfo.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BITKit
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{
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public interface IPhysicsInfo
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{
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Rigidbody GetRigidbody();
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Collider GetCollider();
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}
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public class PhysicsInfo : MonoBehaviour, IPhysicsInfo
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{
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[SerializeField] Rigidbody mRigidbody;
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[SerializeField] Collider mCollider;
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public Rigidbody GetRigidbody() => mRigidbody;
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public Collider GetCollider() => mCollider;
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}
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}
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