private bool _IsPassableAt(Vector3Int origin, Vector3Int to, bool isServer, CollisionType collisionType = CollisionType.Player, bool inclPlayers = true, GameObject context = null, List <LayerType> excludeLayers = null, List <TileType> excludeTiles = null, bool ignoreObjects = false) { if (ignoreObjects == false && ObjectLayer.IsPassableAt(origin, to, isServer, collisionType, inclPlayers, context, excludeTiles) == false) { return(false); } TileLocation TileLcation = null; for (var i = 0; i < SolidLayersValues.Length; i++) { // Skip floor & base collisions if this is not a shuttle if (collisionType != CollisionType.Shuttle && (SolidLayersValues[i].LayerType == LayerType.Floors || SolidLayersValues[i].LayerType == LayerType.Base)) { continue; } // Skip if the current tested layer is being excluded. if (excludeLayers != null && excludeLayers.Contains(SolidLayersValues[i].LayerType)) { continue; } lock (PresentTiles) { PresentTiles[SolidLayersValues[i]].TryGetValue(to, out TileLcation); } if (TileLcation?.Tile == null) { continue; } var tile = TileLcation.Tile as BasicTile; // Return passable if the tile type is being excluded from checks. if (excludeTiles != null && excludeTiles.Contains(tile.TileType)) { continue; } if (tile.IsPassable(collisionType, origin, this) == false) { return(false); } // if ((TileLcation.Tile as BasicTile).IsAtmosPassable() == false) // { // return false; // } // if (!SolidLayersValues[i].IsPassableAt(origin, to, isServer, collisionType: collisionType, // inclPlayers: inclPlayers, context: context, excludeTiles)) // { // return false; // } } return(true); }
private void OnEnable() { Layers = new Dictionary <LayerType, Layer>(); var layersKeys = new List <LayerType>(); var layersValues = new List <Layer>(); var solidLayersValues = new List <Layer>(); var damageableLayersValues = new List <Layer>(); foreach (Layer layer in GetComponentsInChildren <Layer>(true)) { var type = layer.LayerType; Layers[type] = layer; layersKeys.Add(type); layersValues.Add(layer); if (type != LayerType.Effects && type != LayerType.None) { solidLayersValues.Add(layer); } if (layer.GetComponent <TilemapDamage>()) { damageableLayersValues.Add(layer); } if (layer.LayerType == LayerType.Objects) { ObjectLayer = layer as ObjectLayer; continue; } var ToInsertDictionary = new Dictionary <Vector3Int, TileLocation>(); BoundsInt bounds = layer.Tilemap.cellBounds; TileLocation Tile = null; for (int n = bounds.xMin; n < bounds.xMax; n++) { for (int p = bounds.yMin; p < bounds.yMax; p++) { Vector3Int localPlace = (new Vector3Int(n, p, 0)); var getTile = layer.Tilemap.GetTile(localPlace) as LayerTile; if (getTile != null) { Tile = GetPooledTile(); Tile.TileCoordinates = localPlace; Tile.PresentMetaTileMap = this; Tile.PresentlyOn = layer; Tile.Tile = getTile; Tile.Colour = layer.Tilemap.GetColor(localPlace); Tile.TransformMatrix = layer.Tilemap.GetTransformMatrix(localPlace); ToInsertDictionary[localPlace] = Tile; } } } lock (PresentTiles) { PresentTiles[layer] = ToInsertDictionary; } } lock (PresentTiles) { PresentTiles[ObjectLayer] = new Dictionary <Vector3Int, TileLocation>(); } LayersKeys = layersKeys.ToArray(); LayersValues = layersValues.ToArray(); SolidLayersValues = solidLayersValues.ToArray(); damageableLayersValues.Sort((layerOne, layerTwo) => layerOne.LayerType.GetOrder().CompareTo(layerTwo.LayerType.GetOrder())); DamageableLayers = damageableLayersValues.ToArray(); PresentMatrix = this.GetComponent <Matrix>(); if (Application.isPlaying == false) { return; } //UpdateManager.Add(CallbackType.UPDATE, ChangeCheck); }
//Gets the first hit public MatrixManager.CustomPhysicsHit? Raycast( Vector2 origin, Vector2 direction, float distance, LayerTypeSelection layerMask, Vector2? To = null) { if (To == null) { To = direction.normalized * distance; } if (direction.x == 0 && direction.y == 0) { direction = (To.Value - origin).normalized; distance = (To.Value - origin).magnitude; } // var Beginning = (new Vector3((float) origin.x, (float) origin.y, 0).ToWorld(PresentMatrix)); // Debug.DrawLine(Beginning + (Vector3.right * 0.09f), Beginning + (Vector3.left * 0.09f), Color.yellow, 30); // Debug.DrawLine(Beginning + (Vector3.up * 0.09f), Beginning + (Vector3.down * 0.09f), Color.yellow, 30); // var end = (new Vector3((float) To.Value.x, (float) To.Value.y, 0).ToWorld(PresentMatrix)); // Debug.DrawLine(end + (Vector3.right * 0.09f), end + (Vector3.left * 0.09f), Color.red, 30); // Debug.DrawLine(end + (Vector3.up * 0.09f), end + (Vector3.down * 0.09f), Color.red, 30); // Debug.DrawLine(Beginning, end, Color.magenta, 30); Vector2 Relativetarget = To.Value - origin; //custom code on tile to ask if it aptly got hit, if you want custom geometry // //What needs to be returned //What it hit, game object/tile //Normal of hit //Can be done quite easily since we know if me moving left or right //Static manager //Calculate if Within bounds of matrix? //End and start World pos // //Calculate offset to then put onto positions, Maybe each position gets its own Calculation double RelativeX = 0; double RelativeY = 0; double gridOffsetx = 0; double gridOffsety = 0; int xSteps = 0; int ySteps = 0; int stepX = 0; int stepY = 0; double Offsetuntouchx = (origin.x - Math.Round(origin.x)); double Offsetuntouchy = (origin.y - Math.Round(origin.y)); if (direction.x < 0) { gridOffsetx = -(-0.5d + Offsetuntouchx); //0.5f //this is So when you multiply it gives you 0.5 that some tile borders stepX = -1; //For detecting which Tile it hits } else { gridOffsetx = -0.5d - Offsetuntouchx; //-0.5f stepX = 1; //sideDistX = (mapX + 1.0 - posX) * deltaDistX; } if (direction.y < 0) { gridOffsety = -(-0.5d + Offsetuntouchy); // 0.5f stepY = -1; //sideDistY = (posY - mapY) * deltaDistY; } else { gridOffsety = -0.5d - Offsetuntouchy; //-0.5f stepY = 1; //sideDistY = (mapY + 1.0 - posY) * deltaDistY; } var vec = Vector3Int.zero; //Tile it hit Local Coordinates var vecHit = Vector3.zero; //Coordinates of Edge tile hit TileLocation TileLcation = null; var vexinvX = (1d / (direction.x)); //Editions need to be done here for Working offset var vexinvY = (1d / (direction.y)); //Needs to be conditional double calculationFloat = 0; bool LeftFaceHit = true; while (Math.Abs((xSteps + gridOffsetx + stepX) * vexinvX) < distance || Math.Abs((ySteps + gridOffsety + stepY) * vexinvY) < distance) //for (int Ai = 0; Ai < 6; Ai++) { //if (xBuildUp > yBuildUp) if ((xSteps + gridOffsetx + stepX) * vexinvX < (ySteps + gridOffsety + stepY) * vexinvY ) // which one has a lesser multiplication factor since that will give a less Magnitude { xSteps += stepX; calculationFloat = ((xSteps + gridOffsetx) * vexinvX); RelativeX = direction.x * calculationFloat; //Remove offset here maybe? RelativeY = direction.y * calculationFloat; LeftFaceHit = true; } //else if (xBuildUp < yBuildUp) else //if (xBuildUp < yBuildUp) { ySteps += stepY; calculationFloat = ((ySteps + gridOffsety) * vexinvY); RelativeX = direction.x * calculationFloat; RelativeY = direction.y * calculationFloat; LeftFaceHit = false; } vec.x = (int)Mathf.Round(origin.x) + xSteps; vec.y = (int)Mathf.Round(origin.y) + ySteps; vecHit.x = origin.x + (float)RelativeX; //+ offsetX; vecHit.y = origin.y + (float)RelativeY; // + offsetY; //Check point here if (LeftFaceHit) { // float TestX = ((vecHit.x - 0.5f) - Mathf.Floor(vecHit.x)); // if (0.05f < Math.Abs(TestX)) // { // Logger.Log("Offsetuntouchx = " + Offsetuntouchx + "\n" + "directionx = " + direction.x + "\n" + // "Step = " + xSteps + "\n" + "vexinv = " + vexinvX + "\n" + "offset = " + offsetX + // "\n" + "\n" + "Test =" + TestX + "\n" + "Relative =" + (RelativeX) // + "\n" + "\n" // + " direction.x = " + direction.x + " calculationFloat " + calculationFloat // + "\n" + " xSteps " + xSteps + " gridOffsetx " + gridOffsetx +" vexinvX " + vexinvX); // } } else { // float Testy = ((vecHit.y - 0.5f) - Mathf.Floor(vecHit.y)); // if (0.05f < Math.Abs(Testy)) // { // Logger.Log("Offsetuntouchx = " + Offsetuntouchy + "\n" + "directionx = " + direction.y + "\n" + // "Step = " + ySteps + "\n" + "vexinv = " + vexinvY + "\n" + "offset = " + offsetY + // "\n" + "\n" + "Test =" + Testy + "\n" + "Relative =" + (RelativeY) // + "\n" + "\n" // + " direction.y = " + direction.y + " calculationFloat " + calculationFloat // + "\n" + " ySteps " + ySteps + " gridOffsety " + gridOffsety +" vexinvY " + vexinvY); // } } for (var i = 0; i < LayersValues.Length; i++) { if (LayersValues[i].LayerType == LayerType.Objects) { continue; } if (LTSUtil.IsLayerIn(layerMask, LayersValues[i].LayerType)) { lock (PresentTiles) { PresentTiles[LayersValues[i]].TryGetValue(vec, out TileLcation); } // var wold = (vecHit.ToWorld(PresentMatrix)); // Debug.DrawLine(wold + (Vector3.right * 0.09f), wold + (Vector3.left * 0.09f), Color.green, 30); // Debug.DrawLine(wold + (Vector3.up * 0.09f), wold + (Vector3.down * 0.09f), Color.green, 30); // if (LeftFaceHit) // { // Debug.DrawLine(wold + (Vector3.up * 4f), wold + (Vector3.down * 4), Color.blue, 30); // } // else // { // Debug.DrawLine(wold + (Vector3.right * 4), wold + (Vector3.left * 4), Color.blue, 30); // } // ColorUtility.TryParseHtmlString("#ea9335", out var Orange); // var map = ((Vector3) vec).ToWorld(PresentMatrix); // Debug.DrawLine(map + (Vector3.right * 0.09f), map + (Vector3.left * 0.09f), Orange, 30); // Debug.DrawLine(map + (Vector3.up * 0.09f), map + (Vector3.down * 0.09f), Orange, 30); if (TileLcation != null) { Vector2 normal; if (LeftFaceHit) { normal = Vector2.left * stepX; } else { normal = Vector2.down * stepY; } Vector3 AdjustedNormal = ((Vector3)normal).ToWorld(PresentMatrix); AdjustedNormal = AdjustedNormal - (Vector3.zero.ToWorld(PresentMatrix)); // Debug.DrawLine(wold, wold + AdjustedNormal, Color.cyan, 30); return(new MatrixManager.CustomPhysicsHit(((Vector3)vec).ToWorld(PresentMatrix), (vecHit).ToWorld(PresentMatrix), AdjustedNormal, new Vector2((float)RelativeX, (float)RelativeY).magnitude, TileLcation)); } } } } return(null); }