49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
using System;
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using System.Collections.Generic;
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using Syntriax.Modules.ToggleState;
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using UnityEngine;
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namespace Syntriax.Modules.Trigger
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{
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public class Box2DColliderTriggerWithRotation : Trigger, IColliderTrigger
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{
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[SerializeField] private LayerMask colliderMask = 0;
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public LayerMask ColliderMask { get => colliderMask; set => colliderMask = value; }
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public Action<List<Collider2D>> OnTriggeredCollidersUpdated { get; set; } = null;
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private Collider2D[] nonAllocResults = new Collider2D[32];
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public List<Collider2D> results = new List<Collider2D>(32);
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private int previousTriggerCount = 0;
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protected void FixedUpdate()
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{
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if (!ToggleStateMember.IsToggledNullChecked())
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return;
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int triggerCount = Physics2D.OverlapBoxNonAlloc(transform.position, transform.localScale, transform.rotation.eulerAngles.z, nonAllocResults, ColliderMask);
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if (triggerCount == previousTriggerCount)
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return;
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previousTriggerCount = triggerCount;
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results.Clear();
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for (int i = 0; i < triggerCount; i++)
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results.Add(nonAllocResults[i]);
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IsTrigerred = triggerCount > 0;
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OnTriggeredCollidersUpdated?.Invoke(results);
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}
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#if UNITY_EDITOR
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = IsTrigerred ? Color.green : Color.red;
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Gizmos.matrix = transform.localToWorldMatrix;
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Gizmos.DrawWireCube(Vector3.zero, Vector3.one);
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}
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#endif
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}
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}
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