public virtual void AddColliderSegments(Shadow2DLight shadow2DLight, List<Segment> segments, Collider2D collider)
        {
            _shadow2DLight = shadow2DLight;
            BoxCollider2D boxCollider2D = collider as BoxCollider2D;
            if (boxCollider2D != null)
            {
                AddBoxCollider2DSegments(segments, boxCollider2D);
                return;
            }

            CircleCollider2D circleCollider2D = collider as CircleCollider2D;
            if (circleCollider2D != null)
            {
                AddCircleCollider2DSegments(segments, circleCollider2D);
                return;
            }

            PolygonCollider2D polygonCollider2D = collider as PolygonCollider2D;
            if (polygonCollider2D != null)
            {
                AddPolygonCollider2DSegments(segments, polygonCollider2D);
                return;
            }

            EdgeCollider2D edgeCollider2D = collider as EdgeCollider2D;
            if (edgeCollider2D != null)
            {
                AddEdgeCollider2DSegments(segments, edgeCollider2D);
                return;
            }

            //Debug.LogFormat("Unhandled collider: {0}", collider);
        }
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        public virtual void AddColliderSegments(Shadow2DLight shadow2DLight, List <Segment> segments, Collider2D collider)
        {
            _shadow2DLight = shadow2DLight;
            BoxCollider2D boxCollider2D = collider as BoxCollider2D;

            if (boxCollider2D != null)
            {
                AddBoxCollider2DSegments(segments, boxCollider2D);
                return;
            }

            CircleCollider2D circleCollider2D = collider as CircleCollider2D;

            if (circleCollider2D != null)
            {
                AddCircleCollider2DSegments(segments, circleCollider2D);
                return;
            }

            PolygonCollider2D polygonCollider2D = collider as PolygonCollider2D;

            if (polygonCollider2D != null)
            {
                AddPolygonCollider2DSegments(segments, polygonCollider2D);
                return;
            }

            EdgeCollider2D edgeCollider2D = collider as EdgeCollider2D;

            if (edgeCollider2D != null)
            {
                AddEdgeCollider2DSegments(segments, edgeCollider2D);
                return;
            }

            //Debug.LogFormat("Unhandled collider: {0}", collider);
        }
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        public void Clear(Shadow2DLight shadow2DLight)
        {
            Segments.Clear();
            EndPoints.Clear();
            Open.Clear();
            Output.Clear();

            Center = shadow2DLight.transform.position;
            Size   = shadow2DLight.size;
            Color  = shadow2DLight.color;

            MergeCollinearSegments = shadow2DLight.mergeCollinearShadowSegments;

            float top   = Size / 2f;
            float btm   = -Size / 2f;
            float left  = -Size / 2f;
            float right = Size / 2f;

            TopLeft     = shadow2DLight.transform.TransformPoint(new Vector3(left, top, 0f));
            BottomLeft  = shadow2DLight.transform.TransformPoint(new Vector3(left, btm, 0f));
            BottomRight = shadow2DLight.transform.TransformPoint(new Vector3(right, btm, 0f));
            _drawGizmos = shadow2DLight._drawGizmos;
            _clipping   = shadow2DLight.clipping;
        }
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        public void Clear(Shadow2DLight shadow2DLight)
        {
            Segments.Clear();
            EndPoints.Clear();
            Open.Clear();
            Output.Clear();

            Center = shadow2DLight.transform.position;
            Size = shadow2DLight.size;
            Color = shadow2DLight.color;

            MergeCollinearSegments = shadow2DLight.mergeCollinearShadowSegments;

            float top = Size / 2f;
            float btm = -Size / 2f;
            float left = -Size / 2f;
            float right = Size / 2f;

            TopLeft = shadow2DLight.transform.TransformPoint(new Vector3(left, top, 0f));
            BottomLeft = shadow2DLight.transform.TransformPoint(new Vector3(left, btm, 0f));
            BottomRight = shadow2DLight.transform.TransformPoint(new Vector3(right, btm, 0f));
            _drawGizmos = shadow2DLight._drawGizmos;
            _clipping = shadow2DLight.clipping;
        }