private static bool IsHitGround(PlayerEntity playerEntity, float dist) { var gameObject = playerEntity.RootGo(); var prevLayer = gameObject.layer; var prev = IntersectionDetectTool.SetColliderDisable(gameObject); var playerPosition = gameObject.transform.position; var playerRotation = gameObject.transform.rotation; var controller = playerEntity.characterContoller.Value; var valueRadius = playerEntity.characterContoller.Value.radius; var isHit = false; RaycastHit outHit; if (UseSphereCast(controller)) { //use sphere cast var position = playerPosition + playerRotation * new Vector3(0f, valueRadius, 0f); // DebugDraw.DebugWireSphere(startPoint, Color.red, CastRadius, 1f); // DebugDraw.DebugWireSphere(startPoint + new Vector3(0,targetHeight - CastRadius - LiftUp,0), Color.magenta, CastRadius, 1f); isHit = PhysicsCastHelper.SphereCast(position, CastRadius, Vector3.down, out outHit, dist, UnityLayers.AllCollidableLayerMask, QueryTriggerInteraction.Ignore, 0.1f); if (!isHit) { //DebugDraw.DebugWireSphere(position + (isHit ? Vector3.down * outHit.distance : Vector3.down * dist),isHit ? Color.green : (playerEntity.characterContoller.Value.isGrounded ? Color.magenta : Color.red) ,CastRadius, isHit ? 0f:60f); } } else { Vector3 point1, point2; float radius; var height = controller.height; radius = controller.radius; var center = controller.center; PhysicsCastHelper.GetCapsule(controller.transform.position, controller.transform.rotation, height, radius, center, controller.direction, out point1, out point2); isHit = PhysicsCastHelper.CapsuleCast(point1, point2, radius, Vector3.down, out outHit, dist, UnityLayers.AllCollidableLayerMask, QueryTriggerInteraction.Ignore, 0.1f); if (!isHit && false) { PhysicsCastHelper.GetDebugDrawTypeCapsule(controller.transform.position, controller.transform.rotation, height, radius, center, controller.direction, out point1, out point2); DebugDraw.DebugCapsule(point1 + (isHit ? Vector3.down * outHit.distance : Vector3.down * dist), point2 + (isHit ? Vector3.down * outHit.distance : Vector3.down * dist), isHit ? Color.green : (playerEntity.characterContoller.Value.isGrounded ? Color.magenta : Color.red), radius, isHit ? 0f:60f ); } } IntersectionDetectTool.RestoreCollider(gameObject, prev); return(isHit); }
private static bool IsHitGround(PlayerEntity playerEntity, float dist) { var gameObject = playerEntity.RootGo(); var prevLayer = gameObject.layer; IntersectionDetectTool.SetColliderDisable(gameObject, IntersectionDetectTool.ColliderEnableState); var playerPosition = gameObject.transform.position; var playerRotation = gameObject.transform.rotation; var controller = playerEntity.characterContoller.Value; var valueRadius = playerEntity.characterContoller.Value.radius; var isHit = false; RaycastHit outHit; if (UseSphereCast(controller)) { //use sphere cast var position = playerPosition + playerRotation * new Vector3(0f, valueRadius, 0f); isHit = PhysicsCastHelper.SphereCast(position, CastRadius, Vector3.down, out outHit, dist, UnityLayers.AllCollidableLayerMask, QueryTriggerInteraction.Ignore, 0.1f); } else { Vector3 point1, point2; float radius; var height = controller.height; radius = controller.radius; var center = controller.center; PhysicsCastHelper.GetCapsule(controller.transform.position, controller.transform.rotation, height, radius, center, controller.direction, out point1, out point2); isHit = PhysicsCastHelper.CapsuleCast(point1, point2, radius, Vector3.down, out outHit, dist, UnityLayers.AllCollidableLayerMask, QueryTriggerInteraction.Ignore, 0.1f); } IntersectionDetectTool.RestoreCollider(gameObject, IntersectionDetectTool.ColliderEnableState); return(isHit); }