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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Moloch
{
public class PhysicsOverlapManager : MonoBehaviour
{
public bool m_Gizmos;
public LayerMask m_LayerMask;
private Collider[] m_Colliders = new Collider[10];
void Awake()
{
m_Gizmos = true;
}
public Collider FindNearestTarget()
{
Array.Clear(m_Colliders, 0 , m_Colliders.Length);
if (CheckForOverlap())
{
return SortArrayByDistance();
}
else
{
Debug.Log($"No target found in area.");
return null;
}
}
private bool CheckForOverlap()
{
if (Physics.OverlapSphereNonAlloc(this.transform.position, 10f, m_Colliders, m_LayerMask) > 0)
{
foreach (Collider collider in m_Colliders)
{
if (collider != null)
{
return true;
}
}
}
return false;
}
private Collider SortArrayByDistance()
{
Collider shortestDistanceTarget = null;
float shortestDistance = 100f;
for (int i = 0; i < m_Colliders.Length; i++)
{
Collider col = m_Colliders[i];
if (col != null)
{
if (!CorpseManagerSingleton.Instance.CheckIfTaken(col.gameObject))
{
float currentDistance = Vector3.Distance(this.transform.position, col.transform.position);
if ((currentDistance < shortestDistance) && col.transform.position.y < 5f)
{
shortestDistance = currentDistance;
shortestDistanceTarget = col;
}
}
}
}
if(shortestDistanceTarget != null) Debug.Log($"{shortestDistanceTarget.name} is the closest target");
else if(shortestDistanceTarget == null) Debug.Log($"No target found.");
return shortestDistanceTarget;
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
if (m_Gizmos)
{
Gizmos.DrawWireSphere(transform.position, 10f);
}
}
}
}