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using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; public class SearchZone : MonoBehaviour { private BoxCollider2D boxCollider; public List<Collider2D> detectedCollidersTree = new List<Collider2D>(); public List<Collider2D> detectedCollidersWall = new List<Collider2D>(); private bool isSafeZoneDetected = false; // References to GameObjects representing the corners of the collider public GameObject topLeftCorner; public GameObject topRightCorner; public GameObject bottomLeftCorner; public GameObject bottomRightCorner; private float checkInterval = 1f; // Time interval between checks private int requiredTreeCount = 5; private float expansionStep = 0.5f; void Start() { boxCollider = GetComponent<BoxCollider2D>() ?? gameObject.AddComponent<BoxCollider2D>(); boxCollider.isTrigger = true; DontDestroyOnLoad(gameObject); // Initialize corner GameObjects InitializeCorners(); StartCoroutine(AdjustColliderRoutine()); } private void InitializeCorners() { // Instantiate corner GameObjects or assign them if they are already in the scene topLeftCorner = new GameObject("TopLeftCorner"); topRightCorner = new GameObject("TopRightCorner"); bottomLeftCorner = new GameObject("BottomLeftCorner"); bottomRightCorner = new GameObject("BottomRightCorner"); // Initially set the corner positions based on the collider's current bounds SetCornerPositions(); } private void SetCornerPositions() { Physics2D.SyncTransforms(); Vector3 topRight = new Vector3(boxCollider.bounds.max.x, boxCollider.bounds.max.y, 0); Vector3 topLeft = new Vector3(boxCollider.bounds.min.x, boxCollider.bounds.max.y, 0); Vector3 bomottRight = new Vector3(boxCollider.bounds.max.x, boxCollider.bounds.min.y, 0); Vector3 bottomLeft = new Vector3(boxCollider.bounds.min.x, boxCollider.bounds.min.y, 0); topLeftCorner.transform.parent = this.transform; topRightCorner.transform.parent = this.transform; bottomLeftCorner.transform.parent = this.transform; bottomRightCorner.transform.parent = this.transform; } private void UpdateCornerPositions() { // Recalculates the positions of the corner GameObjects after the collider has been resized or moved Vector2 offset = boxCollider.offset; Vector2 size = boxCollider.size; Vector3 centerPosition = transform.position + new Vector3(offset.x, offset.y, 0); topLeftCorner.transform.position = centerPosition + new Vector3(-size.x / 2, size.y / 2, 0); topRightCorner.transform.position = centerPosition + new Vector3(size.x / 2, size.y / 2, 0); bottomLeftCorner.transform.position = centerPosition + new Vector3(-size.x / 2, -size.y / 2, 0); bottomRightCorner.transform.position = centerPosition + new Vector3(size.x / 2, -size.y / 2, 0); } IEnumerator AdjustColliderRoutine() { // Coroutine to periodically check and adjust the size and position of the collider while (true) { if (ShouldExpand()) { yield return StartCoroutine(ExpandZone()); } AdjustForNewObstacles(); yield return new WaitForSeconds(checkInterval); } } private IEnumerator ExpandZone() { // Coroutine to handle the expansion of the collider while (detectedCollidersTree.Count < requiredTreeCount && !isSafeZoneDetected) { boxCollider.size += new Vector2(expansionStep, 0); UpdateCornerPositions(); // Update the corner positions if (!IsWallOnRightSide()) { boxCollider.offset += new Vector2(expansionStep / 2, 0); UpdateCornerPositions(); // Update the corner positions } yield return new WaitForFixedUpdate(); if (IsWallOnRightSide()) { AdjustColliderToWall(); break; } } } private bool ShouldExpand() { // Determines if the collider should expand based on the number of detected tree colliders and safe zone status return detectedCollidersTree.Count < requiredTreeCount && !isSafeZoneDetected; } private void AdjustForNewObstacles() { // Adjusts the collider in response to newly detected walls if (detectedCollidersWall.Count > 0) { var rightmostWall = GetRightmostWall(); if (rightmostWall != null) { AdjustCollider(rightmostWall); } } } private Collider2D GetRightmostWall() { // Returns the rightmost wall detected by sorting walls based on their x position return detectedCollidersWall.OrderByDescending(wall => wall.transform.position.x).FirstOrDefault(); } private bool IsWallOnRightSide() { // Check if any detected walls are located to the right of the collider's current right boundary return detectedCollidersWall.Any(wall => wall.transform.position.x > boxCollider.bounds.max.x); } private void AdjustColliderToWall() { // Adjust the width of the collider so it does not extend beyond a detected wall on the right Collider2D rightmostWallInsideBounds = detectedCollidersWall.OrderByDescending(wall => wall.transform.position.x).FirstOrDefault(); if (rightmostWallInsideBounds != null) { float wallPositionX = rightmostWallInsideBounds.transform.position.x; float colliderRightBoundary = boxCollider.bounds.max.x; if (wallPositionX < colliderRightBoundary) { float newWidth = wallPositionX - boxCollider.bounds.min.x; boxCollider.size = new Vector2(newWidth, boxCollider.size.y); UpdateCornerPositions(); // Update the corner positions } } } private void AdjustCollider(Collider2D rightmostWall) { // Adjusts the width of the collider to match the position of the rightmost detected wall Physics2D.SyncTransforms(); Physics2D.SyncTransforms(); float wallPositionX = rightmostWall.transform.position.x; float colliderLeftBoundary = transform.position.x + boxCollider.offset.x - boxCollider.size.x / 2; if (wallPositionX > colliderLeftBoundary) { float newWidth = wallPositionX - colliderLeftBoundary; boxCollider.size = new Vector2(newWidth, boxCollider.size.y); UpdateCornerPositions(); // Update the corner positions Physics2D.SyncTransforms(); } } private void OnTriggerEnter2D(Collider2D collision) { // Trigger detection for trees, walls, and safe zones if (collision.CompareTag("Tree")) { detectedCollidersTree.Add(collision); } else if (collision.CompareTag("Wall")) { detectedCollidersWall.Add(collision); } else if (collision.CompareTag("SafeZone")) { isSafeZoneDetected = true; } } private void OnTriggerExit2D(Collider2D collision) { // Handle objects exiting the trigger zone if (collision.CompareTag("Tree")) { detectedCollidersTree.Remove(collision); } else if (collision.CompareTag("Wall")) { detectedCollidersWall.Remove(collision); } else if (collision.CompareTag("SafeZone")) { isSafeZoneDetected = false; } } }
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