using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Core.Extensions { public static partial class Helper { /* static public int DirectionalCollectBox(RaycastHit2D[] result, Vector2 origin, Vector2 target, float linearOffset, float reach, float width, float addedAngle, int mask = -1, bool drawDebug = false) { return DirectionalBoxcastNonAlloc(origin, target, linearOffset, reach, width, mask, result, addedAngle, drawDebug); } static public int DirectionalBoxcastNonAlloc(Vector2 origin, Vector2 target, float linearOffset, float reach, float width, int mask, RaycastHit2D[] result, float addedAngle = 0, bool drawDebug = false) { Vector2 directionCenter = (target - origin).normalized * ((reach / 2f) + linearOffset); if (drawDebug) { Helper.DrawBoxCast(origin + directionCenter, new Vector2(reach, width), Vector2.right.Angle(directionCenter), Vector2.zero, 0f, 0); } return Physics2D.BoxCastNonAlloc(origin + directionCenter, new Vector2(reach, width), Vector2.right.Angle(directionCenter), Vector2.zero, result); }*/ #region Boxcast Wrapper static public RaycastHit2D DrawBoxCast(Vector2 origen, Vector2 size, float angle, Vector2 direction, float distance, int mask, float debugTime = 0.5f) { RaycastHit2D hit = Physics2D.BoxCast(origen, size, angle, direction, distance, mask); //Setting up the points to draw the cast Vector2 p1, p2, p3, p4, p5, p6, p7, p8; float w = size.x * 0.5f; float h = size.y * 0.5f; p1 = new Vector2(-w, h); p2 = new Vector2(w, h); p3 = new Vector2(w, -h); p4 = new Vector2(-w, -h); Quaternion q = Quaternion.AngleAxis(angle, new Vector3(0, 0, 1)); p1 = q * p1; p2 = q * p2; p3 = q * p3; p4 = q * p4; p1 += origen; p2 += origen; p3 += origen; p4 += origen; Vector2 realDistance = direction.normalized * distance; p5 = p1 + realDistance; p6 = p2 + realDistance; p7 = p3 + realDistance; p8 = p4 + realDistance; //Drawing the cast Color castColor = hit ? Color.red : Color.green; Debug.DrawLine(p1, p2, castColor, debugTime); Debug.DrawLine(p2, p3, castColor, debugTime); Debug.DrawLine(p3, p4, castColor, debugTime); Debug.DrawLine(p4, p1, castColor, debugTime); Debug.DrawLine(p5, p6, castColor, debugTime); Debug.DrawLine(p6, p7, castColor, debugTime); Debug.DrawLine(p7, p8, castColor, debugTime); Debug.DrawLine(p8, p5, castColor, debugTime); Debug.DrawLine(p1, p5, Color.grey, debugTime); Debug.DrawLine(p2, p6, Color.grey, debugTime); Debug.DrawLine(p3, p7, Color.grey, debugTime); Debug.DrawLine(p4, p8, Color.grey, debugTime); if (hit) { Debug.DrawLine(hit.point, hit.point + hit.normal.normalized * 0.2f, Color.yellow, debugTime); } return hit; } #endregion } }