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using System.Collections;
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using System.Collections.Generic;
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using BITFALL.Rig;
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using BITKit.Entities;
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using Cysharp.Threading.Tasks.Triggers;
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using UnityEditor;
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using UnityEngine;
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namespace BITKit
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{
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public class EntityHitboxBuilder : MonoBehaviour
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{
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[SerializeField] private Collider[] colliders;
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[SerializeField] private EntityHitbox[] hitboxes;
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[SerializeReference,SubclassSelector] private IReference[] tagReferences;
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[BIT]
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private void Build()
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{
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foreach (var x in hitboxes)
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{
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DestroyImmediate(x.gameObject);
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}
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hitboxes = new EntityHitbox[colliders.Length];
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for (var i = 0; i < colliders.Length; i++)
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{
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var collider = colliders[i];
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var newGameObject = new GameObject($"Hitbox_{collider.gameObject.name}");
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newGameObject.layer = gameObject.layer;
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newGameObject.transform.SetParent(transform);
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var transform1 = collider.transform;
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newGameObject.transform.position = transform1.position;
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newGameObject.transform.rotation = transform1.rotation;
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var hitbox =hitboxes[i] = newGameObject.AddComponent<EntityHitbox>();
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var tag = newGameObject.AddComponent<Tag>();
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var tickOverride = newGameObject.AddComponent<TickOverrideTransform>();
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tickOverride.Source = newGameObject.transform;
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tickOverride.Target = collider.transform;
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if (collider.TryGetComponent<Rigidbody>(out var newRigidbody))
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{
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hitbox.Rigidbody = newRigidbody;
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}
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switch (collider)
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{
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case BoxCollider boxCollider:
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var box = newGameObject.AddComponent<BoxCollider>();
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box.size = boxCollider.size;
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box.center = boxCollider.center;
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break;
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case SphereCollider sphereCollider:
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var sphere = newGameObject.AddComponent<SphereCollider>();
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sphere.radius = sphereCollider.radius;
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sphere.center = sphereCollider.center;
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break;
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case CapsuleCollider capsuleCollider:
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var capsule = newGameObject.AddComponent<CapsuleCollider>();
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capsule.radius = capsuleCollider.radius;
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capsule.height = capsuleCollider.height;
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capsule.direction = capsuleCollider.direction;
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capsule.center = capsuleCollider.center;
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break;
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}
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tag.SetTags(tagReferences);
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EditorUtility.SetDirty(hitbox);
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EditorUtility.SetDirty(tag);
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}
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EditorUtility.SetDirty(this);
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}
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}
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}
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