95 lines
3.6 KiB
C#
95 lines
3.6 KiB
C#
using System;
|
||
using Sirenix.OdinInspector;
|
||
using UnityEngine;
|
||
|
||
namespace Cielonos.MainGame.Characters
|
||
{
|
||
public class GroundDetector
|
||
{
|
||
[ShowInInspector]
|
||
private CharacterBase character;
|
||
[ShowInInspector]
|
||
private Transform characterTransform;
|
||
|
||
public bool isOnGround;
|
||
public float groundedLength;
|
||
public float groundedRadius;
|
||
public float groundedOffset;
|
||
public LayerMask groundLayers;
|
||
|
||
public GroundDetector()
|
||
{
|
||
|
||
}
|
||
|
||
public GroundDetector(CharacterBase character, float groundedLength, float groundedRadius, float groundedOffset, LayerMask groundLayers)
|
||
{
|
||
this.character = character;
|
||
this.characterTransform = character.transform;
|
||
|
||
this.groundedLength = groundedLength;
|
||
this.groundedRadius = groundedRadius;
|
||
this.groundedOffset = groundedOffset;
|
||
this.groundLayers = groundLayers;
|
||
}
|
||
|
||
public bool DetectGround()
|
||
{
|
||
Vector3 centerPosition = characterTransform.position - new Vector3(0, groundedOffset, 0);
|
||
Vector3 startPosition = centerPosition + new Vector3(0, groundedLength / 2, 0);
|
||
Vector3 endPosition = centerPosition - new Vector3(0, groundedLength / 2, 0);
|
||
return isOnGround = Physics.CheckCapsule(startPosition, endPosition, groundedRadius, groundLayers, QueryTriggerInteraction.Ignore);
|
||
}
|
||
|
||
public bool DetectGround(float length, float overrideRadius = -1f)
|
||
{
|
||
overrideRadius = overrideRadius < 0 ? groundedRadius : overrideRadius;
|
||
Vector3 centerPosition = characterTransform.position - new Vector3(0, groundedOffset, 0);
|
||
Vector3 startPosition = centerPosition + new Vector3(0, length / 2, 0);
|
||
Vector3 endPosition = centerPosition - new Vector3(0, length / 2, 0);
|
||
return isOnGround = Physics.CheckCapsule(startPosition, endPosition, overrideRadius, groundLayers, QueryTriggerInteraction.Ignore);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取一个实体到地面的距离,如果返回Infinity则说明实体的下方没有地面
|
||
/// </summary>
|
||
/// <returns>实体到地面的距离</returns>
|
||
public float GetDistanceToGround()
|
||
{
|
||
Vector3 rayOrigin = characterTransform.position - new Vector3(0, groundedOffset, 0);
|
||
Ray ray = new Ray(rayOrigin, Vector3.down);
|
||
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, groundLayers))
|
||
{
|
||
return hit.distance;
|
||
}
|
||
|
||
return Mathf.Infinity;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 忽略空中高度,获取一个实体在地面上的位置,如果返回false则说明实体的下方没有地面
|
||
/// </summary>
|
||
/// <param name="groundPosition">返回地面位置</param>
|
||
/// <returns>实体下方是否有地面</returns>
|
||
public bool GetGroundPosition(out Vector3 groundPosition)
|
||
{
|
||
if (isOnGround)
|
||
{
|
||
groundPosition = characterTransform.position;
|
||
return true;
|
||
}
|
||
|
||
Vector3 rayOrigin = characterTransform.position - new Vector3(0, groundedOffset, 0);
|
||
Ray ray = new Ray(rayOrigin, Vector3.down);
|
||
if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, groundLayers))
|
||
{
|
||
groundPosition = hit.point;
|
||
return true;
|
||
}
|
||
|
||
groundPosition = characterTransform.position;
|
||
return false;
|
||
}
|
||
}
|
||
}
|