Net.Like.Xue.Tokyo/Assets/Plugins/Dreamteck/Splines/Components/BoxColliderGenerator.cs

156 lines
4.9 KiB
C#

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<BoxCollider>());
}
}
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;
}
}
}
}