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DetectionRayCast.cs
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247 lines (216 loc) · 8.33 KB
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//Free to use. Please mention my name "Eugene Chu" Twitter: @LenZ_Chu if you can ;3 https://twitter.com/LenZ_Chu
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DetectionRayCast : MonoBehaviour
{
Light _light;
[Header("spotlight component is supported in object. Otherwises uses transform")]
[Header("detect setup")]
public LayerMask detectLayer;
public LayerMask obsticleMaskLayer;
public enum DetectFacing
{
TransformForward,
CamLockTransformForward,
CamForward
}
public DetectFacing detectFacing = DetectFacing.TransformForward; //facing detect by camera or transform forward
public float detectDistance = 10;
public float lostDistance = 10;
[Range(0, 180)]
public float detectAngle = 40;
public float sightHeight = 1;
public float targetHeight = 1;
[Header("updateTicker")]
public float ticker = 1;
float _ticker;
[Header("detect debug")]
public GameObject inSightTarget;
public GameObject detectTarget;
public float distTarget;
bool didDetect;
private void OnDrawGizmosSelected()
{
Gizmos.color = new Color(1, 1, 0, 0.1f);
if (detectFacing != DetectFacing.TransformForward && GetCam() != null) Gizmos.DrawRay(GetDetectTr().position, GetDetectForward());
if (detectTarget != null)
{
if (inSightTarget)
{
Gizmos.color = new Color(1, 0, 0, 1);
Gizmos.DrawSphere(inSightTarget.transform.position, 1);
}
else
{
Gizmos.color = new Color(1, 0, 0, 0.5f);
Gizmos.DrawSphere(detectTarget.transform.position, 2);
}
Gizmos.DrawLine(OffsetCenter(GetDetectTr()), OffsetCenter(detectTarget.transform) - (GetDetectTr().forward) + (Vector3.up * targetHeight));
}
Gizmos.color = new Color(1, 1, 1, 0.5f);
Gizmos.DrawWireSphere(OffsetCenter(transform), lostDistance);
//radius
#if UNITY_EDITOR
UnityEditor.Handles.color = new Color(1, 0, 0, 0.1f);
UnityEditor.Handles.DrawSolidArc(OffsetCenter(GetDetectTr()),
transform.up,
GetDetectForward(),
detectAngle,
detectDistance);
UnityEditor.Handles.DrawSolidArc(OffsetCenter(GetDetectTr()),
transform.up,
GetDetectForward(),
-detectAngle,
detectDistance);
float _distTarget = distTarget;
if (inSightTarget == null) _distTarget = detectDistance;
UnityEditor.Handles.color = new Color(1, 0, 0, 0.1f);
UnityEditor.Handles.DrawSolidArc(OffsetCenter(GetDetectTr()) + (GetDetectForward() * (_distTarget)),
GetDetectForward(),
GetDetectRight(),
360,
(detectAngle / 6) * (_distTarget / 10));
UnityEditor.Handles.DrawSolidArc(OffsetCenter(GetDetectTr()),
transform.right,
GetDetectForward(),
detectAngle,
detectDistance);
UnityEditor.Handles.DrawSolidArc(OffsetCenter(GetDetectTr()),
transform.right,
GetDetectForward(),
-detectAngle,
detectDistance);
#endif
}
private void OnValidate()
{
if (lostDistance < detectDistance) lostDistance = detectDistance;
if (GetComponent<Light>() != null && _light != null)
{
_light = GetComponent<Light>();
sightHeight = 0;
detectAngle = _light.spotAngle / 2;
detectDistance = _light.range;
lostDistance = _light.range;
}
}
// Update is called once per frame
void Update()
{
TickerUpdate();
if (detectTarget != null && !didDetect)
{
DetectTrigger();
didDetect = true;
}
else if (detectTarget == null && didDetect)
{
NotDetectTrigger();
didDetect = false;
}
}
void DetectTrigger()
{
print("detect");
}
void NotDetectTrigger()
{
print("notdetect");
}
//===============
void TickerUpdate() //updated per sec
{
if (_ticker <= 0)
{
//insert logic
DetectLogic();
_ticker = ticker;
}
else
{
_ticker -= Time.deltaTime;
}
}
//==detect Tools
Vector3 OffsetCenter(Transform _tr)
{
if (detectFacing != DetectFacing.TransformForward) return _tr.position + (GetCam().transform.forward);
else return _tr.position + (transform.up * sightHeight);
//return _tr.position + (transform.up * sightHeight) + (transform.forward * 0.5f);
}
Camera GetCam()
{
if (Application.isPlaying) return Camera.main;
else return Camera.current;
}
//============
Vector3 GetDetectForward()
{
if (detectFacing == DetectFacing.TransformForward) return transform.forward;
else if (detectFacing == DetectFacing.CamLockTransformForward && Camera.main != null) return new Vector3(GetCam().transform.forward.x, 0, GetCam().transform.forward.z).normalized;
else if (detectFacing == DetectFacing.CamForward && GetCam() != null) return GetCam().transform.forward;
return transform.forward;
}
Vector3 GetDetectRight()
{
if (detectFacing == DetectFacing.TransformForward) return transform.right;
else if (detectFacing == DetectFacing.CamLockTransformForward && GetCam() != null) return new Vector3(GetCam().transform.right.x, 0, GetCam().transform.right.z).normalized;
else if (detectFacing == DetectFacing.CamForward && GetCam() != null) return GetCam().transform.right;
return transform.right;
}
Transform GetDetectTr()
{
if (detectFacing == DetectFacing.TransformForward) return transform;
else if (detectFacing == DetectFacing.CamLockTransformForward && GetCam() != null) return GetCam().transform;
else if (detectFacing == DetectFacing.CamForward && GetCam() != null) return GetCam().transform;
return transform;
}
//==========
void DetectLogic()
{
Collider[] hitColliders;
hitColliders = Physics.OverlapSphere(OffsetCenter(transform), detectDistance, detectLayer);
float clostestDist = detectDistance + 1;
GameObject clostestActor = null;
for (int i = 0; i < hitColliders.Length; i++)
{
if (hitColliders[i].gameObject != null) //requires an actor
{
float hitDistance = (hitColliders[i].transform.position - OffsetCenter(GetDetectTr())).magnitude;
/* debug
RaycastHit hit;
Physics.Raycast(OffsetCenter(GetDetectTr()), (OffsetCenter(hitColliders[i].transform) - OffsetCenter(GetDetectTr())).normalized,out hit, hitDistance, ~obsticleMaskLayer);
if (hit.collider != null) print(hit.collider.gameObject.name);
*/
//debug angle
//print(Vector3.Angle((hitColliders[i].transform.position - OffsetCenter(transform)).normalized, GetDetectForward()));
bool obsticle = false;
obsticle = Physics.Raycast(OffsetCenter(GetDetectTr()), (OffsetCenter(hitColliders[i].transform) - OffsetCenter(GetDetectTr()) + (Vector3.up * targetHeight)).normalized, hitDistance - 1, obsticleMaskLayer & ~detectLayer);
if (hitDistance <= clostestDist && Vector3.Angle((hitColliders[i].transform.position - OffsetCenter(transform)).normalized, GetDetectForward()) <= detectAngle && !obsticle)
{
clostestDist = hitDistance;
clostestActor = hitColliders[i].gameObject;
}
}
}
inSightTarget = clostestActor;
if (detectTarget == null)
{
detectTarget = inSightTarget;
}
else //if detectTarget has target
{
distTarget = (detectTarget.transform.position - OffsetCenter(transform)).magnitude;
if (distTarget > lostDistance) //if target gets too far away, loose the target
{
detectTarget = null;
distTarget = 0;
}
else
{
if (inSightTarget != null) detectTarget = inSightTarget;
}
}
}
}