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XRayView.cs
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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class CXRayView : MonoBehaviour
{
public LayerMask blockLayer;
public string blockTag;
public float checkBuffer;
private Transform _myTransform;
private Transform _playerTransform;
private Dictionary<GameObject, CXRayTarget> _hiddenObjects;
private void Awake()
{
_hiddenObjects = new Dictionary<GameObject, CXRayTarget>();
_myTransform = transform;
}
/*public void OnDestroy()
{
if (_hiddenObjects.Keys.Count <= 0)
return;
var keys = new GameObject[_hiddenObjects.Keys.Count];
_hiddenObjects.Keys.CopyTo(
keys,
0);
foreach (var hiddenObject in keys)
{
Material restoredMaterial;
_hiddenObjects.TryGetValue(
hiddenObject,
out restoredMaterial);
if (hiddenObject != null)
{
var renderers = hiddenObject.GetComponentsInChildren<MeshRenderer>();
foreach (var hiddenRenderer in renderers)
{
hiddenRenderer.material = restoredMaterial;
}
}
_hiddenObjects.Remove(hiddenObject);
}
}*/
public void LateUpdate()
{
if (_playerTransform == null)
_playerTransform = GameObject.FindWithTag("Player").transform;
// Calculate needed values for the check
var position1 = _playerTransform.position;
var position = position1;
var checkDir = position1 - _myTransform.position;
position += checkDir * checkBuffer;
var checkDistance = checkDir.magnitude;
checkDir.Normalize();
// Do the collision check
var blockers = Physics.SphereCastAll(
position,
checkBuffer,
checkDir,
checkDistance,
blockLayer);
// If there where blockers, iterate through them
if (blockers.Length > 0)
{
foreach (var blocker in blockers)
{
var hitObject = blocker.transform.gameObject;
if (!hitObject.CompareTag(blockTag))
continue;
var sourceObject = hitObject;
if (hitObject.transform.parent != null)
{
sourceObject = hitObject.transform.parent.gameObject;
}
if(_hiddenObjects.ContainsKey(hitObject))
continue;
var target = sourceObject.GetComponent<CXRayTarget>();
target.Hide(hitObject);
_hiddenObjects.Add(hitObject, target);
}
}
var keys = new GameObject[_hiddenObjects.Keys.Count];
_hiddenObjects.Keys.CopyTo(keys, 0);
foreach (var t in keys)
{
var bFound = blockers.Select(t1 => t1.transform.gameObject).Any(hitObject => hitObject == t);
if (bFound)
continue;
CXRayTarget target;
_hiddenObjects.TryGetValue(t, out target);
if (target != null)
{
target.Show(t);
}
_hiddenObjects.Remove(t);
}
}
private void OnTriggerEnter(Collider other)
{
if (!other.gameObject.CompareTag(blockTag))
return;
var contact = other.gameObject;
if (other.transform.parent != null)
contact = other.transform.parent.gameObject;
var hider = contact.GetComponent<CXRayTarget>();
if (hider == null)
return;
hider.Hide(other.gameObject);
}
private void OnTriggerExit(Collider other)
{
if (!other.gameObject.CompareTag(blockTag))
return;
var contact = other.gameObject;
if (other.transform.parent != null)
contact = other.transform.parent.gameObject;
var hider = contact.GetComponent<CXRayTarget>();
if (hider == null)
return;
hider.Show(other.gameObject);
}
}