Esempio n. 1
0
        public static bool RangeCheck(InteractionEvent interactionEvent)
        {
            Vector3 point = interactionEvent.Point;

            // Ignore range when there is no point
            if (point.sqrMagnitude < 0.001)
            {
                return(true);
            }

            var interactionRangeLimit = interactionEvent.Source.GetComponentInTree <IInteractionRangeLimit>(out IGameObjectProvider provider);

            if (interactionRangeLimit == null)
            {
                // No range limit
                return(true);
            }

            Vector3 sourcePosition;

            if (provider is IInteractionOriginProvider origin)
            {
                // Object has a custom interaction origin
                sourcePosition = origin.InteractionOrigin;
            }
            else
            {
                // Use default game object origin
                sourcePosition = provider.GameObject.transform.position;
            }


            RangeLimit range = interactionEvent.Source.GetRange();

            return(range.IsInRange(sourcePosition, point));
        }
Esempio n. 2
0
        public static bool RangeCheck(InteractionEvent interactionEvent)
        {
            Vector3 point = interactionEvent.Point;

            // Ignore range when there is no point
            if (point.sqrMagnitude < 0.001)
            {
                return(true);
            }

            var interactionRangeLimit = interactionEvent.Source.GetComponentInTree <IInteractionRangeLimit>(out IGameObjectProvider provider);

            if (interactionRangeLimit == null)
            {
                // No range limit
                return(true);
            }

            //Block interaction when point is on top of wall or above.
            if (IsWallTop(point, 0.4f))
            {
                return(false);
            }

            Vector3 sourcePosition;

            if (provider is IInteractionOriginProvider origin)
            {
                // Object has a custom interaction origin
                sourcePosition = origin.InteractionOrigin;
            }
            else
            {
                // Use default game object origin
                sourcePosition = provider.GameObject.transform.position;
            }

            RangeLimit range = interactionEvent.Source.GetRange();

            if (range.IsInRange(sourcePosition, point))
            {
                return(true);
            }

            Collider targetCollider = interactionEvent.Target.GetComponent <Collider>();

            if (targetCollider != null)
            {
                Vector3 closestPointOnCollider = targetCollider.ClosestPointOnBounds(sourcePosition);
                return(range.IsInRange(sourcePosition, closestPointOnCollider));
            }

            Rigidbody targetRigidBody = interactionEvent.Target.GetComponent <Rigidbody>();

            if (targetRigidBody != null)
            {
                Vector3 closestPointOnRigidBody = targetRigidBody.ClosestPointOnBounds(sourcePosition);
                return(range.IsInRange(sourcePosition, closestPointOnRigidBody));
            }

            return(false);
        }