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path: root/Assets/Scripts/Unit/Components/UnitCollider.cs
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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<int/*hitbox hash*/, List<int/*unitController hash*/>> m_HitMask = new Dictionary<int, List<int>>();

    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<int> record;
        if (!m_HitMask.TryGetValue(colliderHash, out record))
        {
            record = new List<int>();
            m_HitMask.Add(colliderHash, record);
        }
        record.Add(targetHash);
    }

    public bool CanCollide(int colliderHash, int targetHash)
	{
        List<int> 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 = 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

}