Files
Fishing2/Assets/FImpossible Creations/Plugins - Shared/Physics/FImp_ColliderData_Base.cs
2025-11-10 00:08:26 +08:00

155 lines
5.7 KiB
C#

using UnityEngine;
namespace FIMSpace
{
/// <summary> V1.3.5
/// FM: Base class to hold calculations on colliders for fimpossible packages
/// </summary>
public abstract class FImp_ColliderData_Base
{
public Transform Transform { get; protected set; }
public Collider Collider { get; protected set; }
public Collider2D Collider2D { get; protected set; }
public bool Is2D = false;
public bool IsStatic { get; private set; }
public enum EFColliderType { Box, Sphere, Capsule, Mesh, Terrain }
public EFColliderType ColliderType { get; protected set; }
protected Vector3 previousPosition = Vector3.zero;
protected Quaternion previousRotation = Quaternion.identity;
protected Vector3 previousScale = Vector3.one;
/// <summary>
/// Generating class for given collider
/// </summary>
public static FImp_ColliderData_Base GetColliderDataFor(Collider collider)
{
SphereCollider s = collider as SphereCollider;
if (s)
return new FImp_ColliderData_Sphere(s);
else
{
CapsuleCollider c = collider as CapsuleCollider;
if (c)
return new FImp_ColliderData_Capsule(c);
else
{
BoxCollider b = collider as BoxCollider;
if (b)
return new FImp_ColliderData_Box(b);
else
{
MeshCollider m = collider as MeshCollider;
if (m)
return new FImp_ColliderData_Mesh(m);
else
{
TerrainCollider t = collider as TerrainCollider;
if (t)
return new FImp_ColliderData_Terrain(t);
else
{
CharacterController ch = collider as CharacterController;
if (ch)
return new FImp_ColliderData_CharacterCapsule(ch);
}
}
}
}
}
return null;
}
/// <summary>
/// Generating class for given collider
/// </summary>
public static FImp_ColliderData_Base GetColliderDataFor(Collider2D collider)
{
CircleCollider2D s = collider as CircleCollider2D;
if (s)
return new FImp_ColliderData_Sphere(s);
else
{
CapsuleCollider2D c = collider as CapsuleCollider2D;
if (c)
return new FImp_ColliderData_Capsule(c);
else
{
BoxCollider2D b = collider as BoxCollider2D;
if (b)
return new FImp_ColliderData_Box(b);
else
{
PolygonCollider2D m = collider as PolygonCollider2D;
if (m)
return new FImp_ColliderData_Mesh(m);
//else
//{
// EdgeCollider2D e = collider as EdgeCollider2D;
// if (e)
// return new FImp_ColliderData_Mesh(e);
// else
// {
// TilemapCollider2D t = collider as TilemapCollider2D;
// if (t)
// return new FImp_ColliderData_Mesh(t);
// else
// {
// CompositeCollider2D cps = collider as CompositeCollider2D;
// if (cps)
// return new FImp_ColliderData_Mesh(cps);
// }
// }
//}
}
}
}
return null;
}
/// <summary>
/// When collider moves / rotates / scales this method should be called
/// </summary>
public virtual void RefreshColliderData()
{
if (Transform.gameObject.isStatic) IsStatic = true; else IsStatic = false;
}
/// <summary>
/// Detecting if given point (sphere) is inside collider or colliding with (for mesh collider)
/// and projecting it onto collider's surface
/// </summary>
/// <param name="point"> Position of colliding sphere which will be pushed out </param>
/// <param name="pointRadius"> Radius of colliding sphere </param>
/// <param name="pointOffset"> Offset in position of colliding sphere </param>
/// <returns></returns>
public virtual bool PushIfInside(ref Vector3 point, float pointRadius, Vector3 pointOffset)
{
if ( Collider as SphereCollider )
Debug.Log("It shouldn't appear");
return false;
}
/// <summary>
/// If not implemented 3D algorithm will be applied
/// </summary>
public virtual bool PushIfInside2D(ref Vector3 point, float pointRadius, Vector3 pointOffset)
{
return PushIfInside(ref point, pointRadius, pointOffset);
}
public static bool VIsSame(Vector3 vec1, Vector3 vec2)
{
if (vec1.x != vec2.x) return false; if (vec1.y != vec2.y) return false; if (vec1.z != vec2.z) return false; return true;
}
}
}