namespace Dreamteck.Splines { using UnityEngine; public class BoxColliderGenerator : SplineUser, ISerializationCallbackReceiver { [SerializeField] private Vector2 _boxSize = Vector2.one; [SerializeField] private bool _debugDraw = false; [SerializeField] private Color _debugDrawColor = Color.white; [SerializeField] [HideInInspector] public ColliderObject[] _colliders = new ColliderObject[0]; public Vector2 boxSize { get { return _boxSize; } set { if (value != _boxSize) { _boxSize = value; Rebuild(); } } } private void DestroyCollider(ColliderObject collider) { #if UNITY_EDITOR if (Application.isPlaying) { Destroy(collider.transform.gameObject); } else { DestroyImmediate(collider.transform.gameObject); } #else Destroy(collider.transform.gameObject); #endif } protected override void Build() { base.Build(); if (sampleCount == 0) { for (int i = 0; i < _colliders.Length; i++) { DestroyCollider(_colliders[i]); } _colliders = new ColliderObject[0]; return; } int objectCount = sampleCount - 1; if (objectCount != _colliders.Length) { ColliderObject[] newColliders = new ColliderObject[objectCount]; for (int i = 0; i < newColliders.Length; i++) { if (i < _colliders.Length) { newColliders[i] = _colliders[i]; } else { GameObject newObject = new GameObject("Collider " + i); newObject.layer = gameObject.layer; newObject.transform.parent = trs; newColliders[i] = new ColliderObject(newObject.transform, newObject.AddComponent()); } } if (newColliders.Length < _colliders.Length) { for (int i = newColliders.Length; i < _colliders.Length; i++) { DestroyCollider(_colliders[i]); } } _colliders = newColliders; } SplineSample current = new SplineSample(); SplineSample next = new SplineSample(); Evaluate(0.0, ref current); for (int i = 0; i < objectCount; i++) { double nextPercent = (double)(i + 1) / (sampleCount - 1); Evaluate(nextPercent, ref next); _colliders[i].transform.position = Vector3.Lerp(current.position, next.position, 0.5f); _colliders[i].transform.rotation = Quaternion.LookRotation(next.position - current.position, Vector3.Slerp(current.up, next.up, 0.5f)); float size = Mathf.Lerp(current.size, next.size, 0.5f); _colliders[i].collider.size = new Vector3(_boxSize.x * size, _boxSize.y * size, Vector3.Distance(current.position, next.position)); current = next; } } public override void OnBeforeSerialize() { base.OnBeforeSerialize(); Build(); } private void OnDrawGizmos() { if (_debugDraw) { for (int i = 0; i < _colliders.Length; i++) { Gizmos.matrix = _colliders[i].transform.localToWorldMatrix; Gizmos.color = _debugDrawColor; Gizmos.DrawCube(Vector3.zero, _colliders[i].collider.size); } Gizmos.matrix = Matrix4x4.identity; } } protected override void OnDestroy() { base.OnDestroy(); for (int i = 0; i < _colliders.Length; i++) { #if UNITY_EDITOR if (!Application.isPlaying) { DestroyImmediate(_colliders[i].transform.gameObject); } else { Destroy(_colliders[i].transform.gameObject); } #else Destroy(_colliders[i].transform.gameObject); #endif } } [System.Serializable] public class ColliderObject { public Transform transform; public BoxCollider collider; public ColliderObject(Transform transform, BoxCollider collider) { this.transform = transform; this.collider = collider; } } } }