using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 角色当前的碰撞盒
[DisallowMultipleComponent]
public class UnitCollider : UnitComponent
{
public bool showGizmos;
private Dictionary> m_HitMask = new Dictionary>();
public override void Awake()
{
base.Awake();
ColliderRegistry.Instance.AddCollider(this);
}
public override void OnDestroy()
{
ColliderRegistry.Instance.RemoveCollider(this);
base.OnDestroy();
}
public override void Initialize()
{
base.Initialize();
showGizmos = true;
}
// 返回当前激活的对应类型的碰撞盒数据
public ColliderInfo[] GetCurrentBoxesInfoByType(ColliderBox.EColliderType type, int layer = 0)
{
var layerInfo = m_Owner.unitAnimation.layers[0];
AnimationData animData = layerInfo.animationData;
AnimatorClipInfo[] clipInfos = layerInfo.clipsInfo;
//if(clipInfos == null || clipInfos.Length == 0)
//{
// return null;
//}
float playbackTime = layerInfo.playbackNormalizedTime * clipInfos[0].clip.length;
//float playbackTime = layerInfo.playbackRealTimeInSeconds;
ColliderInfo[] infos = animData.GetActiveCollidersInfo(type, playbackTime);
return infos;
}
// 动作切换,重置collider mask
public void OnAnimationChange()
{
m_HitMask.Clear();
}
public void RecordCollision(int colliderHash, int targetHash)
{
List record;
if (!m_HitMask.TryGetValue(colliderHash, out record))
{
record = new List();
m_HitMask.Add(colliderHash, record);
}
record.Add(targetHash);
}
public bool CanCollide(int colliderHash, int targetHash)
{
List record;
if(!m_HitMask.TryGetValue(colliderHash, out record))
{
return true;
}
return !record.Contains(targetHash);
}
#if UNITY_EDITOR
// 绘制collider调试
public void OnDrawGizmos()
{
if (!showGizmos)
return;
Vector3 unitPos = m_Owner.transform.position;
OnDrawColliders(ColliderBox.EColliderType.HurtBox, Color.green);
OnDrawColliders(ColliderBox.EColliderType.HitBox, Color.red);
}
void OnDrawColliders(ColliderBox.EColliderType type, Color color)
{
ColliderInfo[] boxes = GetCurrentBoxesInfoByType(type);
if (boxes == null || boxes.Length == 0)
return;
Vector3 unitPos = m_Owner.transform.position;
Quaternion right = Quaternion.Euler(0, 0, 0);
Vector3 fac = new Vector3(1,1, m_Owner.transform.forward.normalized == Vector3.forward ? 1 : -1);
Color oldC = Gizmos.color;
Gizmos.color = color * 0.5f;
for (int i = 0; i < boxes.Length; ++i)
{
var box = boxes[i];
if (!box.isValid)
continue;
Vector3 localPos = m_Owner.transform.rotation * box.position;
Vector3 localSize = box.size;
var pivot = box.pivot;
Vector3 pos = Vector3.zero; // gizmo位置
switch (pivot)
{
case ColliderBox.Pivot.MiddleBottom:
localPos.y += localSize.y / 2;
break;
}
pos = unitPos + Vector3.Scale(localPos, fac);
Gizmos.DrawCube(pos, localSize);
}
Gizmos.color = oldC;
}
#endif
}