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path: root/Assets/Scripts/Unit/Collider/CollisionSystem.cs
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using System;
using System.Collections.Generic;
using UnityEngine;

public struct ColliderDescriptor
{
	public ColliderInfo colliderInfo;
	public UnitCollider unitCollider;
}

[Serializable]
public struct Box
{
    [SerializeField] public Vector3 center;
    [SerializeField] public Vector3 size;
}

public struct CollisionInfo
{
	public ColliderDescriptor collider; // 主动
    public ColliderDescriptor collidee; // 从动
    public Box intersection;
    public bool isCollision;
}

public class CollisionSystem : SingletonMB<CollisionSystem>
{
	public delegate void StageHandle();

	public StageHandle onSolveHit;

	[SerializeField]
	private int m_UnitColliderCount;

	ColliderRegistry registry { get { return ColliderRegistry.Instance; } }

	private void Start()
	{
	}

	void Update()
	{
		m_UnitColliderCount = registry.colliders != null ? registry.colliders.Count : 0;

		SolveHit();
        SolveProjectile();
	}

	// hitbox <-> hurtbox
	void SolveHit()
	{
		// collect all hit box
		List<ColliderDescriptor> hitboxes = ListPool<ColliderDescriptor>.Get();
		foreach (var collider in registry.colliders)
		{
			ColliderInfo[] boxes = collider.GetCurrentBoxesInfoByType(ColliderBox.EColliderType.HitBox);
			if (boxes == null || boxes.Length == 0)
				continue;
			for(int i = 0; i < boxes.Length; ++i)
			{
				ColliderDescriptor descriptor = new ColliderDescriptor();
				descriptor.colliderInfo = boxes[i];
				descriptor.unitCollider = collider;
				hitboxes.Add(descriptor);
			}
		}
		// collect all hurt box
		List<ColliderDescriptor> hurtboxes = ListPool<ColliderDescriptor>.Get();
		foreach (var collider in registry.colliders)
		{
			ColliderInfo[] boxes = collider.GetCurrentBoxesInfoByType(ColliderBox.EColliderType.HurtBox);
			if (boxes == null || boxes.Length == 0)
				continue;
			for (int i = 0; i < boxes.Length; ++i)
			{
				ColliderDescriptor descriptor = new ColliderDescriptor();
				descriptor.colliderInfo = boxes[i];
				descriptor.unitCollider = collider;
				hurtboxes.Add(descriptor);
			}
		}

		// solve 
		for(int i = 0; i < hitboxes.Count; ++ i)
		{
			ColliderDescriptor hitbox = hitboxes[i];
			for (int j = 0; j < hurtboxes.Count; ++j)
			{
				ColliderDescriptor hurtbox = hurtboxes[j];
				if (hitbox.unitCollider == hurtbox.unitCollider) 
					continue;
                if (hitbox.unitCollider.owner.type == hurtbox.unitCollider.owner.type)
                    continue;
                CollisionInfo collision = ColliderUtility.GetCollision(hitbox, hurtbox);
                if (!collision.isCollision)
                    continue;
                if (!hitbox.unitCollider.CanCollide(hitbox.colliderInfo.colliderHash, hurtbox.unitCollider.owner.GetHashCode()))
                    continue;
                hitbox.unitCollider.RecordCollision(hitbox.colliderInfo.colliderHash, hurtbox.unitCollider.owner.GetHashCode());
                hitbox.unitCollider.owner.OnHit(collision);
                hurtbox.unitCollider.owner.OnGetHit(collision);
            }
		}

		ListPool<ColliderDescriptor>.Release(hitboxes);
		ListPool<ColliderDescriptor>.Release(hurtboxes);
	}

    void SolveProjectile()
    {
        // collect all hurt box
        List<ColliderDescriptor> hurtboxes = ListPool<ColliderDescriptor>.Get();
        foreach (var collider in registry.colliders)
        {
            ColliderInfo[] boxes = collider.GetCurrentBoxesInfoByType(ColliderBox.EColliderType.HurtBox);
            if (boxes == null || boxes.Length == 0)
                continue;
            for (int i = 0; i < boxes.Length; ++i)
            {
                ColliderDescriptor descriptor = new ColliderDescriptor();
                descriptor.colliderInfo = boxes[i];
                descriptor.unitCollider = collider;
                hurtboxes.Add(descriptor);
            }
        }

        foreach (var projectile in registry.projectiles)
        {
            if (projectile == null)
                continue;
            for(int i = 0; i < hurtboxes.Count; ++i)
            {
                ColliderDescriptor hurtCollider = hurtboxes[i];
                if (hurtCollider.unitCollider == null)
                    continue;
                if (projectile.owner == null || hurtCollider.unitCollider.owner == null ||  projectile.owner.type == hurtCollider.unitCollider.owner.type)
                    continue;
                Box hurtbox = ColliderUtility.GetColliderInWorldSpace(hurtCollider);
                foreach (var itor in projectile.GetCollidersInWorldSpace())
                {
                    Box box = (Box)itor;
                    Box intersection = ColliderUtility.GetIntersection(box, hurtbox);
                    if (intersection.size.magnitude == 0)
                        continue;
                    if (!projectile.CanHit(hurtCollider.unitCollider.owner.GetHashCode()))
                        continue;
                    projectile.RecordTarget(hurtCollider.unitCollider.owner.GetHashCode());

                    CollisionInfo collision = new CollisionInfo();
                    collision.isCollision = true;
                    collision.intersection = intersection;
                    collision.collidee = hurtCollider;
                    hurtCollider.unitCollider.owner.OnGetShot(collision);
                    projectile.OnShot(collision);

                    goto next;
                }
            }
        next:;
        }
    }

    // throwbox <-> hurtbox 
    void SolveThrow()
	{

	}

	// defendbox <-> hurtbox
	void SolveDefend()
	{

	}

	// blockbox <-> hitbox 
	void SolveBlock()
	{

	}

    private void OnDrawGizmos()
    {
    }

}

public static class ColliderUtility
{
    public static CollisionInfo GetCollision(ColliderDescriptor collider, ColliderDescriptor collidee)
    {
        CollisionInfo collision = new CollisionInfo();
        collision.collider = collider;
        collision.collidee = collidee;
        Box colliderBox = GetColliderInWorldSpace(collider);
        Box collideeBox = GetColliderInWorldSpace(collidee);
        Box intersection = GetIntersection(colliderBox, collideeBox);
        collision.intersection = intersection;
        collision.isCollision = intersection.size.magnitude != 0;
        return collision;
    }

    public static Box GetColliderInWorldSpace(ColliderDescriptor collider)
    {
        Box box = new Box();
        Vector3 fac = new Vector3(1, 1, collider.unitCollider.owner.transform.forward.normalized == Vector3.forward ? 1 : -1);
        Vector3 unitPos = collider.unitCollider.owner.transform.position;
        Vector3 pos = Vector3.zero; // gizmo位置
        Vector3 localPos = collider.unitCollider.owner.transform.rotation * collider.colliderInfo.position;
        Vector3 localSize = collider.colliderInfo.size;
        var pivot = collider.colliderInfo.pivot;
        switch (pivot)
        {
            case ColliderBox.Pivot.MiddleBottom:
                localPos.y += localSize.y / 2;
                break;
        }
        pos = unitPos + Vector3.Scale(localPos, fac);
        box.center = pos;
        box.size = localSize;
        return box;
    }

    public static Box GetIntersection(Box b1, Box b2)
    {
        bool isIntersection = true;

        float l1 = b1.center.x - b1.size.x / 2;
        float r1 = b1.center.x + b1.size.x / 2;
        float l2 = b2.center.x - b2.size.x / 2;
        float r2 = b2.center.x + b2.size.x / 2;
        isIntersection &= r1 >= l2 && l1 <= r2;

        float o1 = b1.center.y - b1.size.y / 2;
        float t1 = b1.center.y + b1.size.y / 2;
        float o2 = b2.center.y - b2.size.y / 2;
        float t2 = b2.center.y + b2.size.y / 2;
        isIntersection &= t1 >= o2 && o1 <= t2;

        float c1 = b1.center.z - b1.size.z / 2;
        float f1 = b1.center.z + b1.size.z / 2;
        float c2 = b2.center.z - b2.size.z / 2;
        float f2 = b2.center.z + b2.size.z / 2;
        isIntersection &= f1 >= c2 && c1 <= f2;

        if(!isIntersection)
        {
            return new Box();
        }

        Box box = new Box();
        float l = Mathf.Max(l1, l2);
        float r = Mathf.Min(r1, r2);
        float b = Mathf.Max(o1, o2);
        float t = Mathf.Min(t1, t2);
        float c = Mathf.Max(c1, c2);
        float f = Mathf.Max(f1, f2);
        box.center = new Vector3((l + r) / 2, (b + t) / 2, (c + f) / 2 );
        box.size = new Vector3(r - l, t - b, f - c);
        return box;
    }

}