draw bounding box

This commit is contained in:
Vova
2023-07-13 07:49:49 +03:00
parent eb9e4beaf7
commit b18cd06a01
2 changed files with 68 additions and 17 deletions
+2 -2
View File
@@ -1197,8 +1197,8 @@ CapsuleCollider2D:
m_IsTrigger: 0
m_UsedByEffector: 0
m_UsedByComposite: 0
m_Offset: {x: -0.17, y: 0.03}
m_Size: {x: 0.6, y: 0.89}
m_Offset: {x: 0, y: 0.03}
m_Size: {x: 0.7, y: 0.89}
m_Direction: 0
--- !u!4 &331482265 stripped
Transform:
+65 -14
View File
@@ -137,17 +137,15 @@ public abstract class Character : MonoBehaviour
//var cell = _tileMap.WorldToCell(bounds + direction);
//Vector2 cell2d = new Vector2(cell.x + 0.5f, cell.y + 0.3f);
Vector2 cellSize = new Vector2(0.9f,0.8f);
Vector2 cellSize = _cellSize;
var playerBounds = _capsuleCollider.bounds.min;
playerBounds += new Vector3(0.01f, 0.01f);
var playerBounds = _capsuleCollider.bounds.center;
DrawBounds(playerBounds, cellSize, Color.cyan);
//DrawBounds(playerBounds, cellSize, Color.cyan);
playerBounds = playerBounds + direction;
var raycastHit = Physics2D.BoxCast(playerBounds, cellSize, 0f, Vector3.forward, .01f, _mapLayer);
var raycastHit = BoxCast(playerBounds, cellSize, 0f, Vector3.forward, .01f, _mapLayer);
@@ -183,18 +181,18 @@ public abstract class Character : MonoBehaviour
{
returnValue = MapElementType.Empty;
}
DrawBounds(playerBounds, cellSize, color);
// DrawBounds(playerBounds, cellSize, color);
return returnValue;
}
private static void DrawBounds(Vector2 cell2d, Vector2 cellSize, Color color)
{
Debug.DrawLine(cell2d, cell2d + new Vector2(cellSize.x, 0), color);
Debug.DrawLine(cell2d + new Vector2(cellSize.x, 0), cell2d + new Vector2(cellSize.x, cellSize.y), color);
Debug.DrawLine(cell2d, cell2d + new Vector2(0, cellSize.y), color);
Debug.DrawLine(cell2d + new Vector2(0, cellSize.y), cell2d + new Vector2(cellSize.x, cellSize.y), color);
}
//private static void DrawBounds(Vector2 cell2d, Vector2 cellSize, Color color)
//{
// Debug.DrawLine(cell2d, cell2d + new Vector2(cellSize.x, 0), color);
// Debug.DrawLine(cell2d + new Vector2(cellSize.x, 0), cell2d + new Vector2(cellSize.x, cellSize.y), color);
// Debug.DrawLine(cell2d, cell2d + new Vector2(0, cellSize.y), color);
// Debug.DrawLine(cell2d + new Vector2(0, cellSize.y), cell2d + new Vector2(cellSize.x, cellSize.y), color);
//}
protected abstract void OnDeath();
protected abstract void SetWalkingAnimation(bool isWalking);
@@ -211,5 +209,58 @@ public abstract class Character : MonoBehaviour
_facingRight = !_facingRight;
}
static public RaycastHit2D BoxCast(Vector2 origen, Vector2 size, float angle, Vector2 direction, float distance, int mask)
{
RaycastHit2D hit = Physics2D.BoxCast(origen, size, angle, direction, distance, mask);
//Setting up the points to draw the cast
Vector2 p1, p2, p3, p4, p5, p6, p7, p8;
float w = size.x * 0.5f;
float h = size.y * 0.5f;
p1 = new Vector2(-w, h);
p2 = new Vector2(w, h);
p3 = new Vector2(w, -h);
p4 = new Vector2(-w, -h);
Quaternion q = Quaternion.AngleAxis(angle, new Vector3(0, 0, 1));
p1 = q * p1;
p2 = q * p2;
p3 = q * p3;
p4 = q * p4;
p1 += origen;
p2 += origen;
p3 += origen;
p4 += origen;
Vector2 realDistance = direction.normalized * distance;
p5 = p1 + realDistance;
p6 = p2 + realDistance;
p7 = p3 + realDistance;
p8 = p4 + realDistance;
//Drawing the cast
Color castColor = hit ? Color.red : Color.green;
Debug.DrawLine(p1, p2, castColor);
Debug.DrawLine(p2, p3, castColor);
Debug.DrawLine(p3, p4, castColor);
Debug.DrawLine(p4, p1, castColor);
Debug.DrawLine(p5, p6, castColor);
Debug.DrawLine(p6, p7, castColor);
Debug.DrawLine(p7, p8, castColor);
Debug.DrawLine(p8, p5, castColor);
Debug.DrawLine(p1, p5, Color.grey);
Debug.DrawLine(p2, p6, Color.grey);
Debug.DrawLine(p3, p7, Color.grey);
Debug.DrawLine(p4, p8, Color.grey);
if (hit)
{
Debug.DrawLine(hit.point, hit.point + hit.normal.normalized * 0.2f, Color.yellow);
}
return hit;
}
}