using UnityEngine; using XUtliPoolLib; public abstract class XWall : MonoBehaviour { protected bool _forward_collision; protected IXPlayerAction _interface; private BoxCollider _box = null; private Vector3 _left; private Vector3 _right; // Use this for initialization void Awake () { _box = GetComponent(); _box.enabled = false; Vector3 half = Vector3.Cross(Vector3.up, transform.forward) * _box.size.x * _box.transform.localScale.x * 0.5f; _left = _box.center + _box.transform.position - half; _right = _box.center + _box.transform.position + half; } void Update() { if (_interface == null || _interface.Deprecated) _interface = XInterfaceMgr.singleton.GetInterface(1); if (_interface != null && _interface.IsValid) { Vector3 pos = _interface.PlayerPosition(!(this is XCameraWall)); Vector3 last_pos = _interface.PlayerLastPosition(!(this is XCameraWall)); if ((last_pos - pos).sqrMagnitude > 0) { CollisionDetected(pos, last_pos); } } } private void CollisionDetected(Vector3 pos, Vector3 last) { if (XCommon.singleton.IsLineSegmentCross(last, pos, _left, _right)) { Vector3 dir = pos - last; _forward_collision = Vector3.Dot(dir, transform.forward) > 0; OnTriggered(); } } protected abstract void OnTriggered(); }