134 lines
4.9 KiB
C#
134 lines
4.9 KiB
C#
using System;
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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 System.Linq;
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using Cysharp.Threading.Tasks;
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using Unity.Mathematics;
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using UnityEngine.Jobs;
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using UnityEngine.Pool;
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using UnityEngine.Profiling;
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using Physics=UnityEngine.Physics;
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namespace BITKit.Sensors
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{
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public class RangeSensor : Sensor
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{
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[Header(Constant.Header.Settings)]
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[SerializeField] private float radius;
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[SerializeField] private float detectedHeightWeight=0.5f;
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[Header(Constant.Header.Optional)]
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[SerializeField] private Optional<int> fov;
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[SerializeField] private Optional<LayerMask> requireSight;
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[SerializeField] private Optional<float> perceptionRadius;
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public float DetectedHeightWeight
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{
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get=>detectedHeightWeight;
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set=>detectedHeightWeight=value;
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}
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private readonly Collider[] colliders = new Collider[32];
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private readonly RaycastHit[] hits = new RaycastHit[32];
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private float _delta;
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public override IEnumerable<Transform> Get()
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{
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if (!_detectedDoubleBuffer.TryGetRelease(out var newRelease)) return _detectedBuffer;
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Profiler.BeginSample("Release Detected Buffer");
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_detectedBuffer = newRelease;
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Profiler.EndSample();
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return _detectedBuffer;
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}
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private readonly DoubleBuffer<IEnumerable<Transform>> _detectedDoubleBuffer = new();
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private IEnumerable<Transform> _detectedBuffer=Array.Empty<Transform>();
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public override UniTask Execute(float delta)
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{
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_delta = delta;
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var length = Physics.OverlapSphereNonAlloc(Transform.position, radius, colliders, detectLayer);
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Profiler.BeginSample("Filter Detected Colliders");
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var _newDetected = from x in colliders.Take(length) where IsValid(x) select x.transform;
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Profiler.EndSample();
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_detectedDoubleBuffer.Release(_newDetected);
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return UniTask.CompletedTask;
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}
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public override bool IsValid(Collider _collider)
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{
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switch (_collider)
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{
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case var _ when Ignores.Contains(_collider.GetInstanceID()):
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case var _ when ignoreColliders.Contains(_collider):
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return false;
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}
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if (perceptionRadius.Allow)
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{
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var distance = Vector3.Distance(Transform.position, _collider.bounds.center);
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if(distance<=perceptionRadius.Value) return !requireSight.Allow || CheckSight(ref _collider);
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}
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switch (_collider)
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{
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case var _ when fov.Allow && CheckFov(ref _collider) is false:
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case var _ when requireSight.Allow && CheckSight(ref _collider) is false:
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return false;
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default:
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return true;
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}
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}
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public override float GetDistance() => radius;
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private bool CheckFov(ref Collider _collider)
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{
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var _dir = _collider.bounds.center - transform.position;
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if (_dir.sqrMagnitude <= 0) return false;
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var dir = Quaternion.LookRotation(_dir);
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return Vector3.Dot(transform.forward, _dir) > 0 && fov > Quaternion.Angle(transform.rotation, dir);
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}
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private bool CheckSight(ref Collider _collider)
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{
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var bounds = _collider.bounds;
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var position = bounds.center;
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position.y += bounds.size.y * detectedHeightWeight /2;
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var selfPosition = Transform.position;
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var length = Physics.RaycastNonAlloc(
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selfPosition,
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position - selfPosition,
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hits,
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Vector3.Distance(selfPosition, position),
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requireSight.Value
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);
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switch (length)
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{
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case 0:
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Debug.DrawLine(selfPosition, position, Color.green,_delta);
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return true;
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case 1:
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return hits[0].collider == _collider;
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default:
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var collider1 = _collider;
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if (hits.Take(length).Any(Predicate))
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{
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return false;
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}
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break;
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bool Predicate(RaycastHit x)
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{
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var result = ignoreColliders.Contains(x.collider) is false && x.collider != collider1;
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if (result)
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{
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Debug.DrawLine(selfPosition, x.point, Color.yellow,_delta);
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Debug.DrawLine(selfPosition, position, Color.red,_delta);
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}
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return result;
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}
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}
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return true;
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}
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}
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} |