Пример #1
0
        protected void ClearColliders()
        {
            var collidersEnumerator = _gameObjectColliders.GetEnumerator();

            try {
                while (collidersEnumerator.MoveNext())
                {
                    var colliderList = collidersEnumerator.Current.Value;
                    ColliderListCache.Dispose(colliderList);
                }
            }
            finally {
                collidersEnumerator.Dispose();
            }
            _gameObjectColliders.Clear();
            collidersEnumerator = _rigidBodyColliders.GetEnumerator();
            try {
                while (collidersEnumerator.MoveNext())
                {
                    var colliderList = collidersEnumerator.Current.Value;
                    ColliderListCache.Dispose(colliderList);
                }
            }
            finally {
                collidersEnumerator.Dispose();
            }
            _rigidBodyColliders.Clear();
            DetectedColliders.Clear();
            ClearLineOfSight();
        }
Пример #2
0
    // OnTriggerExit is called when the Collider other has stopped touching the trigger
    private void OnTriggerExit(Collider other)
    {
        // Remove detected object when leaving
        if (detectedColliders.Contains(other))
        {
            DetectedColliders.Remove(other);

            // Do some actions if the nearest object gets removed
            if (nearestCollider == other)
            {
                // Disable outline on remove from list
                if (nearestCollider.gameObject.HasTag("Outline"))
                {
                    nearestCollider.GetComponentInChildren <TDS_DiffuseOutline>().DisableOutline();
                }
            }

            // Desactivate feedback if needed
            if (detectedColliders.Count == 0)
            {
                nearestCollider = null;

                // Desactivate feedback
                if (interactText.gameObject.activeInHierarchy)
                {
                    interactText.gameObject.SetActive(false);
                }
            }
        }
    }
Пример #3
0
 // OnTriggerEnter is called when the GameObject collides with another GameObject
 private void OnTriggerEnter(Collider other)
 {
     // If detected object has matching tag, add it
     if (other.gameObject.HasTag(DetectedTags.ObjectTags) && !DetectedColliders.Contains(other))
     {
         DetectedColliders.Add(other);
     }
 }
Пример #4
0
 protected virtual void OnEnable()
 {
     _rigidBodyColliders.Clear();
     _gameObjectColliders.Clear();
     _rayCastTargets.Clear();
     _objectVisibility.Clear();
     _raycastResults.Clear();
     _tempGoList.Clear();
     DetectedColliders.Clear();
 }
Пример #5
0
        protected virtual GameObject RemoveCollider(Collider c)
        {
            if (c == null)
            {
                ClearDestroyedGameObjects();
                return(null);
            }
            GameObject colliderDetectionLost  = null;
            GameObject rigidBodyDetectionLost = null;

            if (RemoveColliderFromMap(c, c.gameObject, _gameObjectColliders))
            {
                DisposeRayCastTarget(c.gameObject);
                colliderDetectionLost = c.gameObject;
            }
            if (c.attachedRigidbody != null && RemoveColliderFromMap(c, c.attachedRigidbody.gameObject, _rigidBodyColliders))
            {
                DisposeRayCastTarget(c.attachedRigidbody.gameObject);
                rigidBodyDetectionLost = c.attachedRigidbody.gameObject;
            }
            var detectionLost = DetectionMode == SensorMode.Colliders ? colliderDetectionLost : rigidBodyDetectionLost;

            if (ShouldIgnore(detectionLost))
            {
                return(null);
            }
            DetectedColliders.Remove(c);
            if (RequiresLineOfSight && detectionLost != null)
            {
                if (_objectVisibility.ContainsKey(detectionLost))
                {
                    _objectVisibility.Remove(detectionLost);
                    return(detectionLost);
                }
                return(null);
            }
            if (detectionLost != null)
            {
                _objectVisibility.Remove(detectionLost);
            }
            return(detectionLost);
        }
Пример #6
0
        protected virtual GameObject AddCollider(Collider c)
        {
            GameObject newColliderDetection  = null;
            GameObject newRigidBodyDetection = null;

            if (AddColliderToMap(c, c.gameObject, _gameObjectColliders))
            {
                DisposeRayCastTarget(c.gameObject);
                newColliderDetection = c.gameObject;
            }
            if (c.attachedRigidbody != null && AddColliderToMap(c, c.attachedRigidbody.gameObject, _rigidBodyColliders))
            {
                DisposeRayCastTarget(c.attachedRigidbody.gameObject);
                newRigidBodyDetection = c.attachedRigidbody.gameObject;
            }
            var newDetection = DetectionMode == SensorMode.Colliders ? newColliderDetection : newRigidBodyDetection;

            if (ShouldIgnore(newDetection))
            {
                return(null);
            }
            if (RequiresLineOfSight && newDetection != null)
            {
                bool prevDetected = _objectVisibility.ContainsKey(newDetection) && _objectVisibility[newDetection] >= _minimumVisibility;
                _objectVisibility[newDetection] = TestObjectVisibility(newDetection);
                if (!prevDetected && _objectVisibility[newDetection] >= _minimumVisibility)
                {
                    if (!DetectedColliders.Contains(c))
                    {
                        DetectedColliders.Add(c);
                    }
                    return(newDetection);
                }
                return(null);
            }
            if (!DetectedColliders.Contains(c))
            {
                DetectedColliders.Add(c);
            }
            return(newDetection);
        }
Пример #7
0
    /// <summary>
    /// Clears colliders from the detected colliders list that are disables.
    /// </summary>
    private void OrderObjects()
    {
        // If not enabled or not detecting anything, return
        if (detectedColliders.Count == 0)
        {
            // Desactivate feedback if needed
            if (interactText.gameObject.activeInHierarchy)
            {
                interactText.gameObject.SetActive(false);
            }

            return;
        }

        // Get element(s) to remove
        Collider[] _toRemove = new List <Collider>(detectedColliders).Where(d => (d == null) || (d.enabled == false)).ToArray();

        if (_toRemove.Length > 0)
        {
            // Remove all disable colliders
            foreach (Collider _collider in _toRemove)
            {
                DetectedColliders.Remove(_collider);

                // Do some actions if the nearest object gets removed from list
                if (nearestCollider == _collider)
                {
                    // Disable outline on remove from list
                    if ((_collider != null) && nearestCollider.gameObject.HasTag("Outline"))
                    {
                        nearestCollider.GetComponentInChildren <TDS_DiffuseOutline>().DisableOutline();
                    }
                }
            }
        }

        // Order objects
        if (detectedColliders.Count > 0)
        {
            Vector2 _pos = new Vector2(transform.position.x, transform.position.z);
            detectedColliders = detectedColliders.OrderBy(c => Mathf.Abs((_pos - new Vector2(c.transform.position.x, c.transform.position.z)).magnitude)).ToList();

            // Set nearest collider if different
            if (nearestCollider != detectedColliders[0])
            {
                // Disable outline
                if (nearestCollider && nearestCollider.gameObject.HasTag("Outline"))
                {
                    nearestCollider.GetComponentInChildren <TDS_DiffuseOutline>().DisableOutline();
                }

                nearestCollider = detectedColliders[0];

                // If feedback should be displayed, display it
                if (doDisplayFeedback && !interactText.gameObject.activeInHierarchy)
                {
                    interactText.gameObject.SetActive(true);
                }

                // If the object has outline tag, activate the outline on it
                if (doDisplayFeedback && nearestCollider.gameObject.HasTag("Outline"))
                {
                    nearestCollider.GetComponentInChildren <TDS_DiffuseOutline>().EnableOutline();
                }
            }
        }
        // Desactivate feedback if needed
        else if (interactText.gameObject.activeInHierarchy)
        {
            interactText.gameObject.SetActive(false);
        }
    }