public static void DestroyIntersectingConnections(GameObject PlacedObject)
    {
        BoxCollider[]     boxes          = PlacedObject.GetComponentsInChildren <BoxCollider>();
        List <GameObject> WiresDestroyed = new List <GameObject>();

        foreach (BoxCollider box in boxes)
        {
            Vector3    center      = box.transform.TransformPoint(box.center);
            Vector3    halfextents = Vector3.Scale(box.size, box.transform.lossyScale) / 2;
            Vector3    direction   = box.transform.up;
            Quaternion orientation = box.transform.rotation;

            RaycastHit[] hits = Physics.BoxCastAll(center, halfextents, direction, orientation, 1); // not sure why maxdistance needs to be 1 here but 0 doesn't register ANY wire collisions. Possibly something to do with how thin their colliders are?
            foreach (RaycastHit hit in hits)
            {
                if (hit.collider.tag == "Wire")
                {
                    // manually check connections, just in case the boxcast hits a false positive
                    if (!hit.collider.GetComponent <Wire>().CanFindPoints())
                    {
                        if (!WiresDestroyed.Contains(hit.collider.gameObject))
                        {
                            WiresDestroyed.Add(hit.collider.gameObject);
                            StuffDeleter.DestroyWire(hit.collider.gameObject);
                        }
                    }
                }
            }
        }
    }
 private void DestroySnappedConnection()
 {
     if (SnappedConnection == null)
     {
         return;
     }
     StuffDeleter.DestroyWire(SnappedConnection);
     DestroyImmediate(SnappedConnection.gameObject); // without this, rotating a snapping peg will make its wire get drawn with the new geometry for a frame
 }
Beispiel #3
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        protected override void ApplyInner()
        {
            foreach (var wire in GetWires())
            {
                DeletedWires.Add(new DeletedWire(wire.Point1, wire.Point2));
                StuffDeleter.DestroyWire(wire);
            }

            SoundPlayer.PlaySoundGlobal(Sounds.DeleteSomething);
        }
Beispiel #4
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        public override void Do()
        {
            var wire = NetObject.GetByNetId(Packet.WireNetID)?.gameObject;

            if (wire == null)
            {
                return;
            }

            StuffDeleter.DestroyWire(wire);
        }
Beispiel #5
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        public virtual void Undo()
        {
            if (Created != null)
            {
                foreach (var item in Created)
                {
                    StuffDeleter.DestroyWire(item);
                }

                SoundPlayer.PlaySoundGlobal(Sounds.DeleteSomething);
            }
        }