Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- using UnityEngine;
- using System.Collections;
- [RequireComponent (typeof (BoxCollider2D))]
- public class RaycastController : MonoBehaviour {
- public LayerMask collisionMask;
- public const float skinWidth = .015f;
- const float dstBetweenRays = .25f;
- [HideInInspector]
- public int horizontalRayCount;
- [HideInInspector]
- public int verticalRayCount;
- [HideInInspector]
- public float horizontalRaySpacing;
- [HideInInspector]
- public float verticalRaySpacing;
- [HideInInspector]
- public BoxCollider2D collider;
- public RaycastOrigins raycastOrigins;
- public virtual void Awake() {
- collider = GetComponent<BoxCollider2D> ();
- }
- public virtual void Start() {
- CalculateRaySpacing ();
- }
- public void UpdateRaycastOrigins() {
- Bounds bounds = collider.bounds;
- bounds.Expand (skinWidth * -2);
- raycastOrigins.bottomLeft = new Vector2 (bounds.min.x, bounds.min.y);
- raycastOrigins.bottomRight = new Vector2 (bounds.max.x, bounds.min.y);
- raycastOrigins.topLeft = new Vector2 (bounds.min.x, bounds.max.y);
- raycastOrigins.topRight = new Vector2 (bounds.max.x, bounds.max.y);
- }
- public void CalculateRaySpacing() {
- Bounds bounds = collider.bounds;
- bounds.Expand (skinWidth * -2);
- float boundsWidth = bounds.size.x;
- float boundsHeight = bounds.size.y;
- horizontalRayCount = Mathf.RoundToInt (boundsHeight / dstBetweenRays);
- verticalRayCount = Mathf.RoundToInt (boundsWidth / dstBetweenRays);
- horizontalRaySpacing = bounds.size.y / (horizontalRayCount - 1);
- verticalRaySpacing = bounds.size.x / (verticalRayCount - 1);
- }
- public struct RaycastOrigins {
- public Vector2 topLeft, topRight;
- public Vector2 bottomLeft, bottomRight;
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement