Beispiel #1
0
    private void OnDrawGizmos()
    {
        Vector2 from = FromAngle(angle) * distance + (Vector2)transform.position;

        Gizmos.DrawWireSphere(from, 0.2f);

        try {
            var corners = ColliderUtils.FindCorners(from, Collider);

            Gizmos.color = Color.cyan;
            for (int i = 0; i < corners.Length; i++)
            {
                Gizmos.DrawLine(from, corners[i]);
            }

            try {
                var normals = ColliderUtils.FindNormals(corners, Collider);
                Gizmos.color = Color.white;
                for (int i = 0; i < normals.Length; i++)
                {
                    Gizmos.DrawRay(corners[i], normals[i]);
                }
            } catch { }
        } catch { }
    }
Beispiel #2
0
        public void Tick(Vector2 lineEndPosition)
        {
            RaycastHit2D hit;

            // Loops until line of sight to player is restored
            do
            {
                // Breaks if end position is inside a collider
                if (Physics2D.OverlapCircle(lineEndPosition, 0.001f, GroundMask) != null)
                {
                    break;
                }

                Vector2 originPos = currentAnchor.Position;

                // Raycasts from last anchor to current player position
                hit = Physics2D.Raycast(originPos, (lineEndPosition - originPos).normalized, Vector2.Distance(originPos, lineEndPosition), GroundMask);

                // Checks if hitted something and ands anchor in that case
                if (hit.transform != null)
                {
                    // Gets previous and current direction
                    Vector2 previousDirection = previousPosition - originPos;
                    Vector2 direction         = lineEndPosition - originPos;

                    // Ckecks if hit was clockwise or counter clockwise
                    float angleBetweenRays = Vector2.SignedAngle(previousDirection, direction);
                    bool  clockwise        = angleBetweenRays < 0;

                    // Gets all corners for given collider and find correct one
                    var     corners     = ColliderUtils.FindCorners(originPos, hit.collider);
                    var     cornerIndex = VectorUtils.FindFirstPointInCircularOrder(previousDirection, originPos, corners, clockwise);
                    var     corner      = corners[cornerIndex];
                    Vector2 normal      = ColliderUtils.FindNormal(corners[cornerIndex], cornerIndex, hit.collider);

                    // Ads offset
                    corner += normal * EdgeOffset;

                    // Add new anchor to memory
                    previousAnchors.Push(currentAnchor);
                    currentAnchor = new Anchor(corner, normal, clockwise);
                    AnchorAdded?.Invoke(currentAnchor);
                }
            } while (hit.transform != null);

            // Checks if last anchor should be deleted
            if (previousAnchors.Count > 0)
            {
                Anchor  previousAnchor         = previousAnchors.Peek();
                Vector2 lastToCurrentAnchorPos = currentAnchor.Position - previousAnchor.Position;
                float   angle = Vector2.SignedAngle(lastToCurrentAnchorPos, lineEndPosition - currentAnchor.Position);
                if (currentAnchor.Clockwise == angle > 0)
                {
                    // Removes anchor from memory
                    currentAnchor = previousAnchors.Pop();
                    AnchorRemoved?.Invoke(currentAnchor);
                }
            }


            if (DrawDebug)
            {
                // Debug Drawing
                var anchorArray = previousAnchors.ToArray();
                for (int i = 0; i < previousAnchors.Count - 1; i++)
                {
                    Debug.DrawLine(anchorArray[i].Position, anchorArray[i + 1].Position, Color.red);
                }
                if (previousAnchors.Count > 0)
                {
                    Debug.DrawLine(previousAnchors.Peek().Position, currentAnchor.Position, Color.green);
                }
                Debug.DrawLine(currentAnchor.Position, lineEndPosition, Color.cyan);
                // -----------
            }

            // Updates previous position
            previousPosition = lineEndPosition;
        }