93 lines
1.7 KiB
C#
93 lines
1.7 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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// Revealer for GameObjects with HighlighterItem components
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[DisallowMultipleComponent]
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public class HighlighterRevealer : MonoBehaviour
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{
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public float radius = 2f;
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public LayerMask layerMask = -1;
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private HashSet<HighlighterItem> items = new HashSet<HighlighterItem>();
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private Transform tr;
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#region Radius Visualization
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public Mesh sphereMesh;
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public Material sphereMaterial;
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//
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void Update()
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{
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if (sphereMesh != null && sphereMaterial != null)
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{
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float s = radius * 2f;
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Matrix4x4 m = Matrix4x4.TRS(tr.position, Quaternion.identity, new Vector3(s, s, s));
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Graphics.DrawMesh(sphereMesh, m, sphereMaterial, 0);
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}
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}
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#endregion
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#region MonoBehaviour
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//
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void Awake()
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{
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tr = GetComponent<Transform>();
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}
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// After all movement finishes
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void LateUpdate()
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{
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Clear();
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// Collect HighlightableItem components in radius and reveal them
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Collider[] colliders = Physics.OverlapSphere(tr.position, radius, layerMask);
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for (int i = 0, l = colliders.Length; i < l; i++)
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{
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HighlighterItem hi = colliders[i].GetComponentInParent<HighlighterItem>();
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if (hi != null && !items.Contains(hi))
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{
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hi.Reveal();
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items.Add(hi);
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}
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}
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}
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//
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void OnDisable()
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{
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Clear();
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}
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//
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void OnValidate()
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{
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if (radius < 0.0001f) { radius = 0.0001f; }
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}
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//
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void OnDrawGizmos()
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{
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if (enabled)
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{
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Gizmos.color = Color.yellow;
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Gizmos.DrawWireSphere(transform.position, radius);
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}
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}
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#endregion
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#region Private Methods
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//
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private void Clear()
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{
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var e = items.GetEnumerator();
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while (e.MoveNext())
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{
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HighlighterItem hi = e.Current;
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hi.Hide();
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}
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items.Clear();
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}
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#endregion
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}
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