示例#1
0
        public static void DrawDebugLine(GameObject from, GameObject hit, GameObject target, Vector3 fromRaycastPosition, Vector3 hitPosition, Vector3 targetRaycastPosition, Color positive, Color negative, float time = 0.1f)
        {
#if UNITY_EDITOR
            if (LosUtility.IsValidTarget(target, hit))
            {
                DrawDebugLine(fromRaycastPosition, targetRaycastPosition, targetRaycastPosition, positive, negative,
                              time);
            }
            else
            {
                DrawDebugLine(fromRaycastPosition, hitPosition, targetRaycastPosition, positive, negative, time);
            }
#endif
        }
        public bool IsHearable(IListener listener, IAudioSource source, AudioSourceInfo info)
        {
            if (info.volume >= listener.config.minHearingVolume)
            {
                var raycastPosition = new Vector3[]
                {
                    new Vector3(0f, 0f),  // Middle
                    new Vector3(0f, 1f),  // Up
                    new Vector3(0f, -1f), // Down
                    new Vector3(-1f, 0f), // Left side
                    new Vector3(1f, 0f),  // Right side
                };

                const int   levels  = 1;
                const float scaling = 1.5f;
                for (int i = 1; i < levels + 1; i++)
                {
                    foreach (var pos in raycastPosition)
                    {
                        var raycastToPosition = listener.transform.position + (pos * i * scaling);

                        RaycastHit hitInfo;
                        bool       hit = _raycaster.Linecast(source.transform.position, raycastToPosition, out hitInfo, _config.raycastLayer);
                        // If nothing was hit the object is visible.
                        if (hit == false)
                        {
                            hitInfo.gameObject = listener.gameObject;
                            hitInfo.point      = raycastToPosition;
                            hitInfo.normal     = Vector3.zero;
                        }

                        // Direct path from audio source to listener.
                        if (_config.debug)
                        {
                            LosDebugUtility.DrawDebugLine(source.gameObject, hitInfo.gameObject, listener.gameObject, source.transform.position, hitInfo.point, raycastToPosition, Color.magenta, Color.black);
                        }

                        // If we did hit something, is it the target?
                        if (LosUtility.IsValidTarget(listener.gameObject, hitInfo.gameObject) || hit == false)
                        {
                            return(true);
                        }
                    }
                }
            }

            return(false);
        }
        protected virtual void OnTargetEnter(GameObject target)
        {
            var listener = target.GetComponentInParent <IListener>();

            if (listener != null && LosUtility.IsValidTarget(listener.gameObject, target))
            {
                if (audioSource.IsHeardBy(listener))
                {
                    // Prevent objects with multiple colliders to invoke events more than once.
                    return;
                }

                if (((listener.config.targetCategoryMask & audioSource.emitterCategory) == 0) || audioSource.emitterCategory == 0)
                {
                    return;
                }

                var dist = Vector3.Distance(transform.position, listener.gameObject.transform.position);
                var info = new AudioSourceInfo()
                {
                    volume = Mathf.Clamp01((audioSource.maxGrowthSize - dist) / audioSource.maxGrowthSize),
                    lastHeardAtPosition = new AudioSourceSampleData()
                    {
                        position = transform.position,
                        time     = LosUtility.time
                    },
                    audioSource = audioSource,
                    listener    = listener
                };

                if (listener.hearableValidators.Length == 0)
                {
                    HeardBy(ref info);
                }
                else
                {
                    foreach (var validator in listener.hearableValidators)
                    {
                        if (validator.IsHearable(listener, audioSource, info))
                        {
                            HeardBy(ref info);
                            break;
                        }
                    }
                }
            }
        }
示例#4
0
        /// <summary>
        ///
        /// </summary>
        /// <returns>Returns True when the raycasting is all done. False when more raycasts are required.</returns>
        private bool DoRaycast(Vector3 raycastToPosition, SightTargetInfo sightInfo, ref float hits, ref float hitFactor, int sampleCount)
        {
            RaycastHit hitInfo;
            bool       hit = raycaster.Linecast(gameObject.transform.position, raycastToPosition, out hitInfo, config.raycastLayer);

            // If nothing was hit the object is visible.
            if (hit == false)
            {
                hitInfo.gameObject = sightInfo.target.gameObject;
                hitInfo.point      = raycastToPosition;
                hitInfo.normal     = Vector3.zero;
            }

#if UNITY_EDITOR
            if (config.debug)
            {
                LosDebugUtility.DrawDebugLine(gameObject, hitInfo.gameObject, sightInfo.target.gameObject, gameObject.transform.position, hitInfo.point, raycastToPosition, config.updateInterval);
            }
#endif

            // If we did hit something, is it the target?
            if (LosUtility.IsValidTarget(sightInfo.target.gameObject, hitInfo.gameObject) || hit == false)
            {
                hits++;
                hitFactor = hits / sampleCount;

                // If the sight is already detected we can bail early
                if (hitFactor >= GetMinVisibilityFactor(sightInfo.target) && sightInfo.isDetected)
                {
                    return(true);
//                    break; // Object is already visible no need to keep casting
                }
            }

            return(false);
        }