// ================================ // * ACT ON LAYER PUBLIC FUNCTION * // ================================ /// <summary> /// Interact with nearby object of given type (layer). /// </summary> /// <param name="rayFunc">The method for attempting a hit.</param> /// <param name="character">The character attempting the interaction.</param> /// <param name="layerMask">Bit mask of layers to attempt interaction with.</param> /// <param name="angle">Angle of cone.</param> /// <param name="distance">The maximum reach of the hit attempt.</param> /// <param name="calcScore">The function to calculate target likelihood.</param> /// <returns>Object interacted with, or null if none.</returns> static public GameObject actOnLayer(RayFunc rayFunc, GameObject character, int layerMask, float angle, float distance, ScoreFunc calcScore) { GameObject ret = null; // game object returned by function float bestScore; // score for best candidate for target float currScore; // score for current object UGen.PseudoTransform charTrans; // character transform, whose position has been moved to the collider's center // set charTrans to character's transform information, but move position to center of character charTrans = UGen.setPseudo(character.transform); charTrans.position = UGen.getCenter(character); // Get list of nearby objects in desired layers Collider[] objects = Physics.OverlapSphere(charTrans.position, distance, layerMask); // get the likeliest target object bestScore = float.MinValue; // initialize bestScore foreach (Collider obj in objects) // check each nearby object { if (rayFunc(charTrans, obj, angle, distance)) // if object was hit, check its target score { currScore = calcScore(charTrans, obj); if (currScore >= bestScore) // if it's likelier to be the target, set it as the target { bestScore = currScore; ret = obj.gameObject; } } } return(ret); }
/// <summary> /// Try to hit nearby object in a wedge in front of character. Need LOS. /// </summary> /// <param name="charTrans">Transform information of the character making the hit.</param> /// <param name="obj">Object of the hit attempt.</param> /// <param name="angle">Angle of wedge.</param> /// <param name="distance">The maximum reach of the hit attempt.</param> /// <returns>True if object is hit, else false.</returns> static bool wedgeLOS(Transform charTrans, Collider obj, float angle, float distance) { UGen.PseudoTransform ct; ct = UGen.setPseudo(charTrans); return(wedgeLOS(ct, obj, angle, distance)); }