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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Platform
{
private List<BoxCollider2D> m_boxColliders = new List<BoxCollider2D>();
private List<Vector2> m_platformPoints = new List<Vector2>();
public List<Vector2> m_edges = new List<Vector2>();
private static float EPSILON = Mathf.Epsilon * 10f;
private int m_lastCalculatedClosestPoint = -1;
public List<BoxCollider2D> BoxColliders => m_boxColliders;
public List<Vector2> PlatformPoints
{
get
{
return m_platformPoints;
}
set
{
m_platformPoints = value;
}
}
public List<Vector2> Edges => m_edges;
public Color Color { get; set; }
public Platform()
{
Color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f));
}
public bool ContainsCollider(BoxCollider2D collider)
{
foreach (BoxCollider2D boxCollider in m_boxColliders)
{
if (collider == boxCollider)
{
return true;
}
}
return false;
}
public void AddCollider(BoxCollider2D collider)
{
m_boxColliders.Add(collider);
}
public void AddPlatformPoint(Vector2 point)
{
m_platformPoints.Add(point);
}
public float GetClosestDistance(Vector2 position)
{
float num = float.MaxValue;
for (int i = 0; i < m_edges.Count; i++)
{
float num2 = Vector2.Distance(position, m_edges[i]);
if (num2 < num)
{
m_lastCalculatedClosestPoint = i;
num = num2;
}
}
return num;
}
public bool IsPositionOutsidePlatform(Vector2 position)
{
Vector2 vector = m_edges[m_lastCalculatedClosestPoint];
if (position.x > vector.x && m_lastCalculatedClosestPoint == m_edges.Count - 1)
{
return true;
}
if (position.x < vector.x && m_lastCalculatedClosestPoint == 0)
{
return true;
}
return false;
}
public Vector2 GetPointOnPath(Vector2 position)
{
Vector2 vector = m_edges[m_lastCalculatedClosestPoint];
if (position.x > vector.x && m_lastCalculatedClosestPoint == m_edges.Count - 1)
{
return vector;
}
if (position.x < vector.x && m_lastCalculatedClosestPoint == 0)
{
return vector;
}
int index = -1;
int num = 0;
if (position.x > vector.x)
{
index = m_lastCalculatedClosestPoint + 1;
num = 1;
}
else if (position.x <= vector.x)
{
index = m_lastCalculatedClosestPoint - 1;
num = -1;
}
if (num == 1)
{
return GetClosestPointOnLineSegment(vector, m_edges[index], position);
}
return GetClosestPointOnLineSegment(m_edges[index], vector, position);
}
private Vector2 Project(Vector2 line1, Vector2 line2, Vector2 toProject)
{
float num = (line2.y - line1.y) / (line2.x - line1.x);
float num2 = line1.y - num * line1.x;
float x = (num * toProject.y + toProject.x - num * num2) / (num * num + 1f);
float y = (num * num * toProject.y + num * toProject.x + num2) / (num * num + 1f);
return new Vector2(x, y);
}
public static Vector2 GetClosestPointOnLineSegment(Vector2 A, Vector2 B, Vector2 P)
{
Vector2 lhs = P - A;
Vector2 vector = B - A;
float sqrMagnitude = vector.sqrMagnitude;
float num = Vector2.Dot(lhs, vector) / sqrMagnitude;
if (num < 0f)
{
return A;
}
if (num > 1f)
{
return B;
}
return A + vector * num;
}
public void PostProcessPlatformPoints()
{
int mask = LayerMask.GetMask("Default");
List<Vector2> list = new List<Vector2>(m_platformPoints.OrderBy((Vector2 v) => v.x).ToArray());
new HashSet<int>();
for (int num = list.Count - 1; num > 0; num--)
{
if (Physics2D.OverlapCircle(list[num] + new Vector2(0f, 0.25f), 0.2f, mask) != null)
{
list.RemoveAt(num);
}
}
m_platformPoints = list;
DetectEdges();
}
public void DetectEdges()
{
if (m_platformPoints.Count == 0)
{
return;
}
List<Vector2> list = new List<Vector2>();
for (int i = 0; i < m_platformPoints.Count - 2; i++)
{
Vector2 item = m_platformPoints[i];
Vector2 item2 = m_platformPoints[i + 1];
if (i == 0)
{
list.Add(item);
}
else if (i == m_platformPoints.Count - 3)
{
list.Add(item2);
}
else if (item2.y - item.y > Mathf.Epsilon)
{
list.Add(item);
list.Add(item2);
}
}
m_edges = list;
}
public void DrawGizmos()
{
Gizmos.color = Color;
for (int i = 0; i < m_edges.Count; i++)
{
Gizmos.DrawSphere(m_edges[i], 0.2f);
}
for (int j = 0; j < m_edges.Count - 1; j++)
{
Gizmos.DrawLine(m_edges[j], m_edges[j + 1]);
}
}
}
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