101 lines
2.5 KiB
C#
101 lines
2.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Lightbug.Utilities
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{
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public readonly struct HitInfo
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{
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public readonly Vector3 normal;
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public readonly Vector3 point;
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public readonly Vector3 direction;
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public readonly float distance;
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public readonly bool hit;
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public readonly Transform transform;
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public readonly Collider2D collider2D;
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public readonly Collider collider3D;
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public readonly Rigidbody2D rigidbody2D;
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public readonly Rigidbody rigidbody3D;
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public readonly int layer;
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public HitInfo(ref RaycastHit raycastHit, Vector3 castDirection) : this()
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{
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if (raycastHit.collider == null)
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return;
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hit = true;
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point = raycastHit.point;
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normal = raycastHit.normal;
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distance = raycastHit.distance;
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direction = castDirection;
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collider3D = raycastHit.collider;
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rigidbody3D = collider3D.attachedRigidbody;
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transform = collider3D.transform;
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layer = transform.gameObject.layer;
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}
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public HitInfo(ref RaycastHit2D raycastHit, Vector3 castDirection) : this()
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{
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if (raycastHit.collider == null)
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return;
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hit = true;
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point = raycastHit.point;
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normal = raycastHit.normal;
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distance = raycastHit.distance;
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direction = castDirection;
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collider2D = raycastHit.collider;
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rigidbody2D = collider2D.attachedRigidbody;
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transform = collider2D.transform;
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layer = transform.gameObject.layer;
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}
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public bool Is2D => collider2D != null;
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public bool IsRigidbody => rigidbody2D != null || rigidbody3D != null;
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public bool IsKinematicRigidbody
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{
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get
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{
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if (rigidbody2D != null)
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return rigidbody2D.isKinematic;
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else if (rigidbody3D != null)
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return rigidbody3D.isKinematic;
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return false;
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}
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}
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public bool IsDynamicRigidbody
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{
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get
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{
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if (rigidbody2D != null)
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return rigidbody2D.bodyType == RigidbodyType2D.Dynamic;
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else if (rigidbody3D != null)
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return !rigidbody3D.isKinematic;
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return false;
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}
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}
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}
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}
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