去掉obi,使用自写绳索
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using UnityEngine;
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namespace Obi
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{
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public struct ColliderShape
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{
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public enum ShapeType
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{
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Sphere = 0,
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Box = 1,
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Capsule = 2,
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Heightmap = 3,
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TriangleMesh = 4,
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EdgeMesh = 5,
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SignedDistanceField = 6
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}
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public Vector4 center;
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public Vector4 size; /**< box: size of the box in each axis.
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sphere: radius of sphere (x,y,z),
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capsule: radius (x), height(y), direction (z, can be 0, 1 or 2).
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heightmap: width (x axis), height (y axis) and depth (z axis) in world units.*/
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public ShapeType type;
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public float contactOffset;
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public int dataIndex;
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public int rigidbodyIndex; // index of the associated rigidbody in the collision world.
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public int materialIndex; // index of the associated material in the collision world.
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public int forceZoneIndex; // index of the associated force zone in the collision world.
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public int filter; // bitwise category/mask.
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public int flags; // first bit whether the collider is 2D (1) or 3D (0), second bit whether it's a trigger (1) or regular collider (0),
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// third bit (sign) determines whether shape is inverted or not.
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public bool is2D
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{
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get => (flags & 1) != 0;
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set => flags |= value ? 1 : 0;
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}
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public bool isTrigger
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{
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get => ((flags & 1 << 1) != 0) || forceZoneIndex >= 0;
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set => flags |= value ? 1 << 1 : 0;
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}
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public float sign
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{
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get => (flags & 1 << 2) != 0 ? -1 : 1;
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}
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public void SetSign(bool inverted)
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{
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if (inverted) flags |= 1 << 2;
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else flags &= ~(1 << 2);
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}
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}
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}
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