213 lines
6.4 KiB
C#
213 lines
6.4 KiB
C#
namespace Dreamteck.Splines
|
|
{
|
|
using UnityEngine;
|
|
|
|
public class CapsuleColliderGenerator : SplineUser, ISerializationCallbackReceiver
|
|
{
|
|
[SerializeField, HideInInspector, Min(0f)] private float _radius = 1f;
|
|
[SerializeField, HideInInspector, Min(0f)] private float _height = 1f;
|
|
[SerializeField, HideInInspector] private bool _overlapCaps = true;
|
|
[SerializeField, HideInInspector] private CapsuleColliderZDirection _direction = CapsuleColliderZDirection.Z;
|
|
[SerializeField, HideInInspector] private ColliderObject[] _colliders = new ColliderObject[0];
|
|
|
|
public float radius
|
|
{
|
|
get { return _radius; }
|
|
set
|
|
{
|
|
if (value != _radius)
|
|
{
|
|
_radius = value;
|
|
Rebuild();
|
|
}
|
|
}
|
|
}
|
|
|
|
public float height
|
|
{
|
|
get { return _height; }
|
|
set
|
|
{
|
|
if (value != _height)
|
|
{
|
|
_height = value;
|
|
Rebuild();
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool overlapCaps
|
|
{
|
|
get { return _overlapCaps; }
|
|
set
|
|
{
|
|
if (value != _overlapCaps)
|
|
{
|
|
_overlapCaps = value;
|
|
Rebuild();
|
|
}
|
|
}
|
|
}
|
|
|
|
public CapsuleColliderZDirection direction
|
|
{
|
|
get { return _direction; }
|
|
set
|
|
{
|
|
if (value != _direction)
|
|
{
|
|
_direction = 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)
|
|
{
|
|
GenerateColliders(objectCount);
|
|
}
|
|
|
|
SplineSample current = new SplineSample();
|
|
SplineSample next = new SplineSample();
|
|
Evaluate(0.0, ref current);
|
|
|
|
bool controlHeight = _direction == CapsuleColliderZDirection.Z;
|
|
|
|
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));
|
|
|
|
_colliders[i].collider.radius = _radius;
|
|
_colliders[i].collider.direction = (int)_direction;
|
|
|
|
var distance = Vector3.Distance(current.position, next.position);
|
|
|
|
if (controlHeight)
|
|
{
|
|
if (_overlapCaps)
|
|
{
|
|
_colliders[i].collider.height = distance + _radius * 2f;
|
|
} else
|
|
{
|
|
_colliders[i].collider.height = distance;
|
|
}
|
|
_colliders[i].collider.radius = _radius;
|
|
}
|
|
else
|
|
{
|
|
_colliders[i].collider.height = _height;
|
|
_colliders[i].collider.radius = distance * 0.5f;
|
|
}
|
|
|
|
current = next;
|
|
}
|
|
}
|
|
|
|
private void GenerateColliders(int count)
|
|
{
|
|
ColliderObject[] newColliders = new ColliderObject[count];
|
|
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<CapsuleCollider>(), _direction, _height);
|
|
}
|
|
}
|
|
if (newColliders.Length < _colliders.Length)
|
|
{
|
|
for (int i = newColliders.Length; i < _colliders.Length; i++)
|
|
{
|
|
DestroyCollider(_colliders[i]);
|
|
}
|
|
}
|
|
_colliders = newColliders;
|
|
}
|
|
|
|
public override void OnBeforeSerialize()
|
|
{
|
|
base.OnBeforeSerialize();
|
|
Build();
|
|
}
|
|
|
|
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 CapsuleCollider collider;
|
|
|
|
public ColliderObject(Transform transform, CapsuleCollider collider, CapsuleColliderZDirection direction, float height)
|
|
{
|
|
this.transform = transform;
|
|
this.collider = collider;
|
|
this.collider.direction = (int)direction;
|
|
this.collider.height = height;
|
|
}
|
|
}
|
|
|
|
public enum CapsuleColliderZDirection
|
|
{
|
|
X = 0, Y = 1, Z = 2,
|
|
}
|
|
}
|
|
} |