protected override void ForwardDraw()
        {
            List <Vector3> meshVertices = new List <Vector3>();
            List <int>     triangles    = new List <int>();

            bool          raycastHitAtStartAngle = false;
            Vector3       direction      = Vector3.zero;
            Vector3       previousNormal = Vector3.zero;
            object        previousHitGo  = null;
            float         distance       = GetMinRaycastDistance();
            LOSRaycastHit hit;
            int           currentVertexIndex  = -1;
            int           previousVectexIndex = -1;
            Vector3       previousTempPoint   = Vector3.zero;

            meshVertices.Add(Vector3.zero);

            // Add the four viewbox corners.
            foreach (Vector3 corner in LOSManager.instance.viewboxCorners)
            {
                meshVertices.Add(corner - position);
            }

            for (float degree = _startAngle; degree < _endAngle; degree += degreeStep)
            {
                direction = SMath.DegreeToUnitVector(degree);

                if (LOSRaycast(direction, out hit, distance) && CheckRaycastHit(hit, 0))
                {
                    Vector3 hitPoint  = hit.point;
                    object  hitGo     = hit.hitGo;
                    Vector3 hitNormal = hit.normal;

                    if (degree == _startAngle)
                    {
                        raycastHitAtStartAngle = true;
                        meshVertices.Add(hitPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                    }
                    else if (previousHitGo != hitGo)
                    {
                        if (previousHitGo == null)
                        {
                            Vector3 farPoint = _losCamera.GetCollisionPointWithViewBox(position, direction);

                            meshVertices.Add(farPoint - position);
                            previousVectexIndex = currentVertexIndex;
                            currentVertexIndex  = meshVertices.Count - 1;

                            AddNewTrianglesBetweenPoints4Corners(triangles, meshVertices, previousVectexIndex, currentVertexIndex, 0);

                            meshVertices.Add(hitPoint - position);
                            previousVectexIndex = currentVertexIndex;
                            currentVertexIndex  = meshVertices.Count - 1;
                        }
                        else
                        {
                            meshVertices.Add(previousTempPoint - position);
                            previousVectexIndex = currentVertexIndex;
                            currentVertexIndex  = meshVertices.Count - 1;
                            AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);

                            meshVertices.Add(hitPoint - position);
                            previousVectexIndex = currentVertexIndex;
                            currentVertexIndex  = meshVertices.Count - 1;
                            AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                        }
                    }
                    else if (previousNormal != hitNormal)
                    {
                        meshVertices.Add(previousTempPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);

                        meshVertices.Add(hitPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                    }

                    previousHitGo     = hitGo;
                    previousTempPoint = hitPoint;
                    previousNormal    = hitNormal;
                }
                else
                {
                    if (degree == _startAngle)
                    {
                        Vector3 farPoint = _losCamera.GetCollisionPointWithViewBox(position, direction);

                        meshVertices.Add(farPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                    }
                    else if (previousHitGo != null)
                    {
                        meshVertices.Add(previousTempPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);

                        Vector3 farPoint = _losCamera.GetCollisionPointWithViewBox(position, direction);

                        meshVertices.Add(farPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                    }
                    previousHitGo = null;
                    //					previousTempPoint = farPoint;
                }
            }

            if (coneAngle == 0)
            {
                if (previousHitGo == null)
                {
                    if (raycastHitAtStartAngle)
                    {
                        Vector3 farPoint = _losCamera.GetCollisionPointWithViewBox(position, direction);

                        meshVertices.Add(farPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;

                        AddNewTrianglesBetweenPoints4Corners(triangles, meshVertices, previousVectexIndex, currentVertexIndex, 0, true);
                    }
                    else
                    {
                        AddNewTrianglesBetweenPoints4Corners(triangles, meshVertices, currentVertexIndex, 5, 0, true);
                    }
                }
                else
                {
                    meshVertices.Add(previousTempPoint - position);
                    previousVectexIndex = currentVertexIndex;
                    currentVertexIndex  = meshVertices.Count - 1;
                    AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                    AddNewTriangle(triangles, 0, 5, currentVertexIndex);
                }
            }
            else
            {
                if (previousHitGo == null)
                {
                    Vector3 farPoint = _losCamera.GetCollisionPointWithViewBox(position, direction);

                    meshVertices.Add(farPoint - position);
                    previousVectexIndex = currentVertexIndex;
                    currentVertexIndex  = meshVertices.Count - 1;

                    AddNewTrianglesBetweenPoints4Corners(triangles, meshVertices, previousVectexIndex, currentVertexIndex, 0);
                }
                else
                {
                    meshVertices.Add(previousTempPoint - position);
                    previousVectexIndex = currentVertexIndex;
                    currentVertexIndex  = meshVertices.Count - 1;
                    AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                }
            }

            DeployMesh(meshVertices, triangles);
        }
        protected override void InvertDraw()
        {
            List <Vector3> invertAngledMeshVertices = new List <Vector3>();
            List <int>     invertAngledTriangles    = new List <int>();

            Vector3       previousNormal           = Vector3.zero;
            Vector3       normalAtDegree0          = Vector3.zero;
            GameObject    previousHitGo            = null;
            GameObject    previousPreviousHitGo    = null;
            GameObject    hitGoAtDegree0           = null;
            Vector3       firstFarPoint            = Vector3.zero;
            Vector3       lastFarPoint             = Vector3.zero;
            Vector3       previousCloseTempPoint   = Vector3.zero;
            Vector3       previousDirection        = Vector3.zero;
            int           firstFarPointIndex       = -1;
            int           lastFarPointIndex        = -1;
            int           farPointIndex            = -1;
            int           previousFarPointIndex    = -1;
            int           closePointIndex          = -1;
            int           previousClosePointIndex  = -1;
            int           closePointAtDegree0Index = -1;
            int           colliderClosePointCount  = 0;
            LOSRaycastHit hit;
            LOSRaycastHit previousHit = new LOSRaycastHit();

            invertAngledMeshVertices.Add(Vector3.zero);                         // Add the position of the light

            // Add the four viewbox corners.
            foreach (Vector3 corner in LOSManager.instance.viewboxCorners)
            {
                invertAngledMeshVertices.Add(corner - position);
            }

            for (float degree = _startAngle; degree < _endAngle; degree += degreeStep)
            {
                Vector3 direction;

                direction = SMath.DegreeToUnitVector(degree);

                if (degree == _startAngle)
                {
                    firstFarPoint = _losCamera.GetCollisionPointWithViewBox(position, direction);
                    invertAngledMeshVertices.Add(firstFarPoint - position);
                    firstFarPointIndex = invertAngledMeshVertices.Count - 1;
                }
                else if (degree + degreeStep >= _endAngle)                              // degree == _endAngle - degreeStep
                {
                    lastFarPoint = _losCamera.GetCollisionPointWithViewBox(position, direction);
                    invertAngledMeshVertices.Add(lastFarPoint - position);
                    lastFarPointIndex = invertAngledMeshVertices.Count - 1;
                }

                if (LOSRaycast(direction, out hit, _raycastDistance) && CheckRaycastHit(hit, 0))                                // Hit a collider.
                {
                    Vector3    hitPoint  = hit.point;
                    GameObject hitGo     = hit.hitGo;
                    Vector3    hitNormal = hit.normal;

                    if (degree == _startAngle)
                    {
                        farPointIndex = firstFarPointIndex;

                        invertAngledMeshVertices.Add(hitPoint - position);
                        previousClosePointIndex = closePointIndex;
                        closePointIndex         = invertAngledMeshVertices.Count - 1;

                        colliderClosePointCount++;

                        if (degree == 0)
                        {
                            closePointAtDegree0Index = closePointIndex;
                            hitGoAtDegree0           = hitGo;
                            normalAtDegree0          = hitNormal;
                        }
                    }
                    else if (degree + degreeStep >= _endAngle)
                    {
                        previousFarPointIndex = farPointIndex;
                        farPointIndex         = lastFarPointIndex;

                        if (previousHitGo != hitGo && null != previousHitGo)
                        {
                            colliderClosePointCount = 1;
                            //
                            if (_startAngle == 0 && _endAngle == 360)
                            {
                                invertAngledMeshVertices.Add(previousCloseTempPoint - position);
                                previousClosePointIndex = closePointIndex;
                                closePointIndex         = invertAngledMeshVertices.Count - 1;

                                if (closePointAtDegree0Index != -1)
                                {
                                    AddNewTriangle(invertAngledTriangles, closePointIndex, closePointAtDegree0Index, firstFarPointIndex);
                                }
                                AddNewTriangle(invertAngledTriangles, previousClosePointIndex, closePointIndex, firstFarPointIndex);
                                AddNewTrianglesBetweenPoints4Corners(invertAngledTriangles, invertAngledMeshVertices, previousFarPointIndex, firstFarPointIndex, previousClosePointIndex);
                            }
                        }
                        else if (previousNormal != hitNormal)
                        {
                            invertAngledMeshVertices.Add(hitPoint - position);
                            previousClosePointIndex = closePointIndex;
                            closePointIndex         = invertAngledMeshVertices.Count - 1;

//							AddNewTriangle(invertAngledTriangles, previousClosePointIndex, closePointIndex, previousFarPointIndex);

                            previousPreviousHitGo = previousHitGo;

//							Vector3 previouseClosePointTolerated = GetToleratedHitPointColliderOrNormalChange(previousDirection, previousHit, direction, hit);
//							invertAngledMeshVertices.Add(previouseClosePointTolerated - _trans.position);
//							previousClosePointIndex = closePointIndex;
//							closePointIndex = invertAngledMeshVertices.Count - 1;

//							AddNewTriangle(invertAngledTriangles, previousClosePointIndex, closePointIndex, previousFarPointIndex);
                        }
                        else
                        {
                            invertAngledMeshVertices.Add(hitPoint - position);
                            previousClosePointIndex = closePointIndex;
                            closePointIndex         = invertAngledMeshVertices.Count - 1;

                            colliderClosePointCount++;
                        }
                    }
                    else
                    {
                        if (null == previousHitGo)
                        {
                            Vector3 farPoint = _losCamera.GetCollisionPointWithViewBox(position, previousDirection);
                            invertAngledMeshVertices.Add(farPoint - position);
                            previousFarPointIndex = farPointIndex;
                            farPointIndex         = invertAngledMeshVertices.Count - 1;

                            hitPoint = GetToleratedHitPointColliderInOut(previousDirection, hit);

                            invertAngledMeshVertices.Add(hitPoint - position);
                            previousClosePointIndex = closePointIndex;
                            closePointIndex         = invertAngledMeshVertices.Count - 1;

                            colliderClosePointCount++;
                        }
                        else if (previousHitGo != hitGo)
                        {
                            colliderClosePointCount = 1;

                            Vector3 farPoint = _losCamera.GetCollisionPointWithViewBox(position, direction);
                            invertAngledMeshVertices.Add(farPoint - position);
                            previousFarPointIndex = farPointIndex;
                            farPointIndex         = invertAngledMeshVertices.Count - 1;

                            invertAngledMeshVertices.Add(previousCloseTempPoint - position);
                            previousClosePointIndex = closePointIndex;
                            closePointIndex         = invertAngledMeshVertices.Count - 1;

                            AddNewTriangle(invertAngledTriangles, previousClosePointIndex, closePointIndex, previousFarPointIndex);

                            Vector3 previouseClosePointTolerated = GetToleratedHitPointColliderOrNormalChange(previousDirection, previousHit, direction, hit);
                            invertAngledMeshVertices.Add(previouseClosePointTolerated - position);
                            int previouseClosePointToleratedIndex = invertAngledMeshVertices.Count - 1;

                            invertAngledMeshVertices.Add(hitPoint - position);
                            previousClosePointIndex = closePointIndex;
                            closePointIndex         = invertAngledMeshVertices.Count - 1;

                            AddNewTriangle(invertAngledTriangles, previousClosePointIndex, previouseClosePointToleratedIndex, closePointIndex);
                            AddNewTriangle(invertAngledTriangles, previousClosePointIndex, closePointIndex, farPointIndex);

                            Vector3 previousClosePoint         = invertAngledMeshVertices[previousClosePointIndex] + position;
                            Vector3 previousFarPoint           = invertAngledMeshVertices[previousFarPointIndex] + position;
                            Vector3 previousClosePointToFar    = farPoint - previousClosePoint;
                            Vector3 previousCloseToPreviousFar = previousFarPoint - previousClosePoint;

                            if (SMath.GetDegreeBetweenIndexVector(previousCloseToPreviousFar.normalized, previousClosePointToFar.normalized) < 0)                               // left
                            {
                                AddNewTriangle(invertAngledTriangles, previousFarPointIndex, previousClosePointIndex, farPointIndex);
                                AddNewTrianglesBetweenPoints2Corners(invertAngledTriangles, invertAngledMeshVertices, previousFarPointIndex, farPointIndex);
                            }
                            else                                // right
                            {
                                AddNewTrianglesBetweenPoints2Corners(invertAngledTriangles, invertAngledMeshVertices, previousFarPointIndex, previousClosePointIndex);
                            }
                        }
                        else
                        {
                            if (previousNormal != hitNormal)
                            {
                                invertAngledMeshVertices.Add(previousCloseTempPoint - position);
                                previousClosePointIndex = closePointIndex;
                                closePointIndex         = invertAngledMeshVertices.Count - 1;
                                AddNewTriangle(invertAngledTriangles, closePointIndex, farPointIndex, previousClosePointIndex);
                                int closePointIndexBeforeNormalChange = closePointIndex;

                                Vector3 toleratedHitpoint = GetToleratedHitPointColliderOrNormalChange(previousDirection, previousHit, direction, hit);
                                invertAngledMeshVertices.Add(toleratedHitpoint - position);
                                previousClosePointIndex = closePointIndex;
                                closePointIndex         = invertAngledMeshVertices.Count - 1;

                                invertAngledMeshVertices.Add(hitPoint - position);
                                previousClosePointIndex = closePointIndex;
                                closePointIndex         = invertAngledMeshVertices.Count - 1;
                                AddNewTriangle(invertAngledTriangles, closePointIndexBeforeNormalChange, closePointIndex, farPointIndex);

                                AddNewTriangle(invertAngledTriangles, closePointIndexBeforeNormalChange, previousClosePointIndex, closePointIndex);
                            }

                            colliderClosePointCount++;
                        }
                    }

                    previousHitGo          = hitGo;
                    previousCloseTempPoint = hitPoint;
                    previousNormal         = hitNormal;
                }
                else
                {
                    if (null != previousHitGo)
                    {
                        colliderClosePointCount = 0;

                        Vector3 previousCloseTempPointTolerated = GetToleratedHitPointColliderInOut(direction, previousHit);

                        invertAngledMeshVertices.Add(previousCloseTempPointTolerated - position);
                        previousClosePointIndex = closePointIndex;
                        closePointIndex         = invertAngledMeshVertices.Count - 1;
                        AddNewTriangle(invertAngledTriangles, closePointIndex, farPointIndex, previousClosePointIndex);

                        Vector3 farPoint = _losCamera.GetCollisionPointWithViewBox(position, direction);
                        invertAngledMeshVertices.Add(farPoint - position);
                        previousFarPointIndex = farPointIndex;
                        farPointIndex         = invertAngledMeshVertices.Count - 1;

                        Vector3        previousFarPoint = invertAngledMeshVertices[previousFarPointIndex] + position;
                        Vector3        closePoint       = invertAngledMeshVertices[closePointIndex] + position;
                        List <Vector3> corners          = _losCamera.GetViewboxCornersBetweenPoints(previousFarPoint, closePoint, position, false);
                        switch (corners.Count)
                        {
                        case 0:
                            AddNewTriangle(invertAngledTriangles, closePointIndex, farPointIndex, previousFarPointIndex);
                            break;

                        case 1:
                            int cornerIndex0 = GetCorrectCornerIndex(invertAngledMeshVertices, corners[0], 1);
                            AddNewTriangle(invertAngledTriangles, closePointIndex, cornerIndex0, previousFarPointIndex);
                            AddNewTriangle(invertAngledTriangles, closePointIndex, farPointIndex, cornerIndex0);
                            break;

                        case 2:
                            cornerIndex0 = GetCorrectCornerIndex(invertAngledMeshVertices, corners[0], 1);
                            int cornerIndex1 = GetCorrectCornerIndex(invertAngledMeshVertices, corners[1], 1);
                            AddNewTriangle(invertAngledTriangles, closePointIndex, cornerIndex0, previousFarPointIndex);
                            AddNewTriangle(invertAngledTriangles, closePointIndex, cornerIndex1, cornerIndex0);
                            AddNewTriangle(invertAngledTriangles, closePointIndex, farPointIndex, cornerIndex1);
                            break;
                        }
                    }

                    previousHitGo = null;
                }
                previousDirection = direction;
                previousHit       = hit;
            }

            if (_startAngle == 0 && _endAngle == 360)
            {
                if (previousHitGo != null)
                {
                    if (closePointAtDegree0Index == -1)
                    {
                        Vector3 degree0FarPoint = _losCamera.GetCollisionPointWithViewBox(position, new Vector3(1, 0, 0));
                        invertAngledMeshVertices.Add(degree0FarPoint - position);
                        int degree0FarPointIndex = invertAngledMeshVertices.Count - 1;

                        AddNewTrianglesBetweenPoints4Corners(invertAngledTriangles, invertAngledMeshVertices, previousFarPointIndex, degree0FarPointIndex, closePointIndex);
                        AddNewTriangle(invertAngledTriangles, previousClosePointIndex, closePointIndex, previousFarPointIndex);
                    }
                    else
                    {
                        if (colliderClosePointCount > 1)
                        {
//							AddNewTriangle(invertAngledTriangles, previousClosePointIndex, closePointIndex, previousFarPointIndex);
                            AddNewTriangle(invertAngledTriangles, closePointIndex, closePointAtDegree0Index, firstFarPointIndex);
                            AddNewTriangle(invertAngledTriangles, previousClosePointIndex, closePointIndex, previousFarPointIndex);
                            AddNewTrianglesBetweenPoints4Corners(invertAngledTriangles, invertAngledMeshVertices, previousFarPointIndex, firstFarPointIndex, closePointIndex);
                        }
                        else
                        {
                            if (closePointAtDegree0Index != -1 &&
                                hitGoAtDegree0 == previousHitGo &&
                                previousPreviousHitGo == previousHitGo &&
                                normalAtDegree0 == previousNormal)
                            {
                                AddNewTriangle(invertAngledTriangles, previousClosePointIndex, closePointIndex, previousFarPointIndex);
                                AddNewTriangle(invertAngledTriangles, closePointIndex, closePointAtDegree0Index, firstFarPointIndex);
                                AddNewTriangle(invertAngledTriangles, closePointIndex, firstFarPointIndex, previousFarPointIndex);
                            }
                        }
                    }
                }
            }
            else                // Add triangles between outside of view.
            {
                AddNewTrianglesBetweenPoints4Corners(invertAngledTriangles, invertAngledMeshVertices, lastFarPointIndex, firstFarPointIndex, 0);

                if (previousHitGo != null)
                {
                    if (colliderClosePointCount >= 2)
                    {
                        AddNewTrianglesBetweenPoints4Corners(invertAngledTriangles, invertAngledMeshVertices, previousFarPointIndex, lastFarPointIndex, closePointIndex);
                        AddNewTriangle(invertAngledTriangles, previousClosePointIndex, closePointIndex, previousFarPointIndex);
                    }
                    else if (previousFarPointIndex >= 0)
                    {
                        AddNewTrianglesBetweenPoints4Corners(invertAngledTriangles, invertAngledMeshVertices, previousFarPointIndex, lastFarPointIndex, previousClosePointIndex);
                        AddNewTriangle(invertAngledTriangles, closePointIndex, lastFarPointIndex, previousClosePointIndex);
                    }
                }
            }

            DeployMesh(invertAngledMeshVertices, invertAngledTriangles);
        }
        protected override void ForwardDraw()
        {
            List <Vector3> meshVertices = new List <Vector3>();
            List <int>     triangles    = new List <int>();

            bool       raycastHitAtStartAngle = false;
            Vector3    direction        = Vector3.zero;
            Vector3    previousNormal   = Vector3.zero;
            Collider   previousCollider = null;
            float      distance         = _radius;
            RaycastHit hit;
            int        currentVertexIndex  = -1;
            int        previousVectexIndex = -1;
            Vector3    previousTempPoint   = Vector3.zero;

            meshVertices.Add(Vector3.zero);

            for (float degree = _startAngle; degree < _endAngle; degree += degreeStep)
            {
                direction = SMath.DegreeToUnitVector(degree);

                if (Physics.Raycast(position, direction, out hit, distance, obstacleLayer) && CheckRaycastHit(hit))
                {
                    Vector3  hitPoint    = hit.point;
                    Collider hitCollider = hit.collider;
                    Vector3  hitNormal   = hit.normal;

                    if (degree == _startAngle)
                    {
                        raycastHitAtStartAngle = true;
                        meshVertices.Add(hitPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                    }
                    else if (previousCollider != hit.collider)
                    {
                        if (previousCollider == null)
                        {
                            meshVertices.Add(hitPoint - position);
                            previousVectexIndex = currentVertexIndex;
                            currentVertexIndex  = meshVertices.Count - 1;
                            AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                        }
                        else
                        {
                            meshVertices.Add(previousTempPoint - position);
                            previousVectexIndex = currentVertexIndex;
                            currentVertexIndex  = meshVertices.Count - 1;
                            AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);

                            meshVertices.Add(hitPoint - position);
                            previousVectexIndex = currentVertexIndex;
                            currentVertexIndex  = meshVertices.Count - 1;
                            AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                        }
                    }
                    else if (previousNormal != hitNormal)
                    {
                        meshVertices.Add(previousTempPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);

                        meshVertices.Add(hitPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                    }

                    previousCollider  = hitCollider;
                    previousTempPoint = hitPoint;
                    previousNormal    = hitNormal;
                }
                else
                {
                    if (degree == _startAngle)
                    {
                        Vector3 farPoint = LOSManager.instance.GetPointForRadius(position, direction, distance);

                        meshVertices.Add(farPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                    }
                    else if (previousCollider != null)
                    {
                        meshVertices.Add(previousTempPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);

                        Vector3 farPoint = LOSManager.instance.GetPointForRadius(position, direction, distance);

                        meshVertices.Add(farPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                    }
                    else
                    {
                        Vector3 farPoint = LOSManager.instance.GetPointForRadius(position, direction, distance);

                        meshVertices.Add(farPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                    }
                    previousCollider = null;
                    //					previousTempPoint = farPoint;
                }
            }

            if (coneAngle == 0)
            {
                if (previousCollider == null)
                {
                    if (raycastHitAtStartAngle)
                    {
                        Vector3 farPoint = LOSManager.instance.GetPointForRadius(position, direction, distance);

                        meshVertices.Add(farPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, 1, currentVertexIndex);
                    }
                    else
                    {
                        AddNewTriangle(triangles, 0, 1, currentVertexIndex);
                    }
                }
                else
                {
                    meshVertices.Add(previousTempPoint - position);
                    previousVectexIndex = currentVertexIndex;
                    currentVertexIndex  = meshVertices.Count - 1;
                    AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                    AddNewTriangle(triangles, 0, 1, currentVertexIndex);
                }
            }
            else
            {
                if (previousCollider == null)
                {
                    Vector3 farPoint = LOSManager.instance.GetPointForRadius(position, direction, distance);

                    meshVertices.Add(farPoint - position);
                    previousVectexIndex = currentVertexIndex;
                    currentVertexIndex  = meshVertices.Count - 1;
                }
                else
                {
                    meshVertices.Add(previousTempPoint - position);
                    previousVectexIndex = currentVertexIndex;
                    currentVertexIndex  = meshVertices.Count - 1;
                    AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                }
            }

            DeployMesh(meshVertices, triangles);
        }
Esempio n. 4
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        protected override void ForwardDraw()
        {
            List <Vector3> meshVertices = new List <Vector3>();
            List <int>     triangles    = new List <int>();

            bool          raycastHitAtStartAngle = false;
            Vector3       direction      = Vector3.zero;
            Vector3       previousNormal = Vector3.zero;
            object        previousHitGo  = null;
            float         distance       = _radius;
            LOSRaycastHit hit;
            int           currentVertexIndex  = -1;
            int           previousVectexIndex = -1;
            Vector3       previousTempPoint   = Vector3.zero;

            meshVertices.Add(Vector3.zero);

            for (float degree = _startAngle; degree <= _endAngle; degree += degreeStep)
            {
                direction = SMath.DegreeToUnitVector(degree);

                float distanceForCheck = Application.isPlaying ? _radius : float.MaxValue - 100;                        // 100000 for big number

                if (LOSRaycast(direction, out hit, distance) && CheckRaycastHit(hit, distanceForCheck))
                {
                    Vector3    hitPoint  = hit.point;
                    GameObject hitGo     = hit.hitGo;
                    Vector3    hitNormal = hit.normal;

                    if (degree == _startAngle)
                    {
                        raycastHitAtStartAngle = true;
                        meshVertices.Add(hitPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                    }
                    else if (previousHitGo != hitGo)
                    {
                        if (previousHitGo == null)
                        {
                            meshVertices.Add(hitPoint - position);
                            previousVectexIndex = currentVertexIndex;
                            currentVertexIndex  = meshVertices.Count - 1;
                            AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                        }
                        else
                        {
                            meshVertices.Add(previousTempPoint - position);
                            previousVectexIndex = currentVertexIndex;
                            currentVertexIndex  = meshVertices.Count - 1;
                            AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);

                            meshVertices.Add(hitPoint - position);
                            previousVectexIndex = currentVertexIndex;
                            currentVertexIndex  = meshVertices.Count - 1;
                            AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                        }
                    }
                    else if (previousNormal != hitNormal)
                    {
                        meshVertices.Add(previousTempPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);

                        meshVertices.Add(hitPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                    }

                    previousHitGo     = hitGo;
                    previousTempPoint = hitPoint;
                    previousNormal    = hitNormal;
                }
                else
                {
                    if (degree == _startAngle)
                    {
                        Vector3 farPoint = LOSManager.instance.GetPointForRadius(position, direction, distance);

                        meshVertices.Add(farPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                    }
                    else if (previousHitGo != null)
                    {
                        meshVertices.Add(previousTempPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);

                        Vector3 farPoint = LOSManager.instance.GetPointForRadius(position, direction, distance);

                        meshVertices.Add(farPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                    }
                    else
                    {
                        Vector3 farPoint = LOSManager.instance.GetPointForRadius(position, direction, distance);

                        meshVertices.Add(farPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                    }
                    previousHitGo = null;
                    //					previousTempPoint = farPoint;
                }
            }

            if (coneAngle == 0)
            {
                if (previousHitGo == null)
                {
                    if (raycastHitAtStartAngle)
                    {
                        Vector3 farPoint = LOSManager.instance.GetPointForRadius(position, direction, distance);

                        meshVertices.Add(farPoint - position);
                        previousVectexIndex = currentVertexIndex;
                        currentVertexIndex  = meshVertices.Count - 1;
                        AddNewTriangle(triangles, 0, 1, currentVertexIndex);
                    }
                    else
                    {
                        AddNewTriangle(triangles, 0, 1, currentVertexIndex);
                    }
                }
                else
                {
                    meshVertices.Add(previousTempPoint - position);
                    previousVectexIndex = currentVertexIndex;
                    currentVertexIndex  = meshVertices.Count - 1;
                    AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                    AddNewTriangle(triangles, 0, 1, currentVertexIndex);
                }
            }
            else
            {
                if (previousHitGo == null)
                {
                    Vector3 farPoint = LOSManager.instance.GetPointForRadius(position, direction, distance);

                    meshVertices.Add(farPoint - position);
                    previousVectexIndex = currentVertexIndex;
                    currentVertexIndex  = meshVertices.Count - 1;
                }
                else
                {
                    meshVertices.Add(previousTempPoint - position);
                    previousVectexIndex = currentVertexIndex;
                    currentVertexIndex  = meshVertices.Count - 1;
                    AddNewTriangle(triangles, 0, currentVertexIndex, previousVectexIndex);
                }
            }

            DeployMesh(meshVertices, triangles);
        }
Esempio n. 5
0
        public void Process(List <LOSEventTrigger> triggers)
        {
            RaycastHit hit;

            List <LOSEventTrigger> triggeredTriggers    = new List <LOSEventTrigger>();
            List <LOSEventTrigger> notTriggeredTriggers = new List <LOSEventTrigger>();

            foreach (LOSEventTrigger trigger in triggers)
            {
                if (!SHelper.CheckGameObjectInLayer(trigger.gameObject, triggerLayers))
                {
                    continue;
                }

                bool triggered = false;

                Vector3 direction = trigger.position - _trans.position;
                float   degree    = SMath.VectorToDegree(direction);
                if (lightSource != null)
                {
                    if (!lightSource.CheckDegreeWithinCone(degree))
                    {
                        notTriggeredTriggers.Add(trigger);
                        continue;
                    }
                }

                if (direction.sqrMagnitude <= distance * distance)                      // Within distance
                {
                    if (triggeredTriggers.Contains(trigger))
                    {
                        continue;                                                                       // May be added previously
                    }
                    LayerMask mask = 1 << trigger.gameObject.layer | obstacleLayers;

                    //Custom addition for 2d raycasting
                    if (LOSManager.instance.physicsOpt == LOSManager.PhysicsOpt.Physics_2D)
                    {
                        RaycastHit2D rayHit2D = Physics2D.Raycast(_trans.position, direction, distance, mask);;

                        //List<Vector3> triggerExtents = trigger.GetComponent<Collider2D>().s;

                        List <int> degreeOffsets = new List <int> {
                            1, -1, 2, -2, 4, -4, 8, -8, 16, -16, 32, -32
                        };

                        if (rayHit2D.collider == null || rayHit2D.collider.gameObject != trigger.gameObject)
                        {
                            foreach (int degreeOffset in degreeOffsets)
                            {
                                direction = SMath.DegreeToUnitVector(degree + degreeOffset);

                                rayHit2D = Physics2D.Raycast(_trans.position, direction, distance, mask);

                                if (rayHit2D.collider != null && rayHit2D.collider.gameObject == trigger.gameObject)
                                {
                                    break;
                                }
                            }
                        }


                        if (rayHit2D.collider != null)
                        {
                            GameObject hitGo = rayHit2D.collider.gameObject;

                            if (hitGo == trigger.gameObject)
                            {
                                Debug.DrawRay(_trans.position, direction * 15f, Color.red, 0.2f);
                                triggered = true;
                            }
                            else if (hitGo.layer == trigger.gameObject.layer)
                            {
                                LOSEventTrigger triggerToAdd = hitGo.GetComponentInChildren <LOSEventTrigger>();
                                if (triggerToAdd == null)
                                {
                                    triggerToAdd = hitGo.GetComponentInParent <LOSEventTrigger>();
                                }

                                if (triggerToAdd != null)
                                {
                                    triggeredTriggers.Add(triggerToAdd);
                                }
                            }
                        }
                    }
                    else
                    {
                        if (Physics.Raycast(_trans.position, direction, out hit, distance, mask))
                        {
                            GameObject hitGo = hit.collider.gameObject;

                            if (hitGo == trigger.gameObject)
                            {
                                triggered = true;
                            }
                            else if (hitGo.layer == trigger.gameObject.layer)
                            {
                                LOSEventTrigger triggerToAdd = hitGo.GetComponentInChildren <LOSEventTrigger>();
                                if (triggerToAdd == null)
                                {
                                    triggerToAdd = hitGo.GetComponentInParent <LOSEventTrigger>();
                                }

                                if (triggerToAdd != null)
                                {
                                    triggeredTriggers.Add(triggerToAdd);
                                }
                            }
                        }
                    }
                }

                if (triggered)
                {
                    triggeredTriggers.Add(trigger);
                }
                else
                {
                    notTriggeredTriggers.Add(trigger);
                }
            }

            List <LOSEventTrigger> newTriggers = new List <LOSEventTrigger>();

            foreach (LOSEventTrigger trigger in triggeredTriggers)
            {
                trigger.TriggeredBySource(this);

                if (!_triggeredTriggers.Contains(trigger))
                {
                    newTriggers.Add(trigger);
                }
            }
            if (OnNewTriggersDetected != null && newTriggers.Count > 0)
            {
                OnNewTriggersDetected(newTriggers);
            }

            List <LOSEventTrigger> triggersExit = new List <LOSEventTrigger>();

            foreach (LOSEventTrigger trigger in _triggeredTriggers)
            {
                if (!triggeredTriggers.Contains(trigger))
                {
                    triggersExit.Add(trigger);
                }
            }
            if (OnTriggersExitDetected != null && triggersExit.Count > 0)
            {
                OnTriggersExitDetected(triggersExit);
            }

            foreach (LOSEventTrigger trigger in notTriggeredTriggers)
            {
                trigger.NotTriggeredBySource(this);
            }

            _triggeredTriggers = triggeredTriggers;
        }