2019-08-03 18:14:47 +02:00
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using UnityEngine;
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2019-08-07 22:54:18 +02:00
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namespace Saltosion.OneWeapon.Utils {
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2019-08-03 18:14:47 +02:00
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public class Util {
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2019-08-22 18:59:36 +02:00
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public static T GetClosestTo<T>(Transform Searcher, float radius, LayerMask layerMask, bool needsLineOfSight = false) where T : MonoBehaviour {
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2019-08-04 17:35:24 +02:00
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Collider2D[] NearbyColliders = Physics2D.OverlapCircleAll(Searcher.position, radius);
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2019-08-03 18:14:47 +02:00
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float LowestDistance = float.PositiveInfinity;
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T FoundTarget = null;
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foreach (Collider2D Collider in NearbyColliders) {
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2019-08-15 00:26:56 +02:00
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if (Collider.gameObject == Searcher.gameObject) {
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2019-08-04 17:35:24 +02:00
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continue;
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}
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Vector2 Delta = (Collider.transform.position - Searcher.position);
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float Distance = Delta.magnitude;
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2019-08-03 18:14:47 +02:00
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T TargetComponent = Collider.GetComponent<T>();
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2019-08-22 18:59:36 +02:00
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RaycastHit2D[] Hits = Physics2D.RaycastAll(Searcher.position, Delta.normalized, Distance, layerMask);
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2019-08-04 17:35:24 +02:00
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bool LineOfSightObstructed;
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if (needsLineOfSight) {
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LineOfSightObstructed = false;
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foreach (RaycastHit2D Hit in Hits) {
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2019-08-15 00:26:56 +02:00
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if (Hit.collider != Collider && Hit.transform != Searcher &&
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(Hit.rigidbody == null || Hit.rigidbody.transform != Searcher)) {
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2019-08-04 17:35:24 +02:00
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// Hit something between the target and the searcher
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LineOfSightObstructed = true;
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break;
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}
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}
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} else {
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LineOfSightObstructed = false;
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}
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if (TargetComponent != null && !LineOfSightObstructed && Distance < LowestDistance) {
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2019-08-03 18:14:47 +02:00
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LowestDistance = Distance;
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FoundTarget = TargetComponent;
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}
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}
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return FoundTarget;
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}
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2019-08-14 19:05:16 +02:00
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public static int RandomValueBetween(int min, int max) {
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int RollMax = max - min;
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return (int)(min + Mathf.Min(Mathf.Floor(Random.value * (RollMax + 1)), RollMax));
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}
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2019-08-03 18:14:47 +02:00
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}
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}
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