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BlueArchiveMiniGame/Assets/Scripts/Test/Light/New/ShadowCollider.cs

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2025-10-15 20:13:48 +08:00
using UnityEngine;
using System.Collections.Generic;
public class ShadowCollider : MonoBehaviour
{
[Header("阴影碰撞器")]
public GameObject sourceObject;
public PolygonCollider2D polygonCollider;
[Header("调试")]
public bool showGizmos = true;
public Color gizmoColor = new Color(1, 0, 0, 0.3f);
public void Initialize(List<List<Vector2>> contours)
{
polygonCollider = GetComponent<PolygonCollider2D>();
if (polygonCollider == null)
polygonCollider = gameObject.AddComponent<PolygonCollider2D>();
UpdateCollider(contours);
}
public void UpdateCollider(List<List<Vector2>> contours)
{
if (polygonCollider == null) return;
polygonCollider.pathCount = contours.Count;
for (int i = 0; i < contours.Count; i++)
{
polygonCollider.SetPath(i, contours[i].ToArray());
}
}
#if UNITY_EDITOR
void OnDrawGizmos()
{
if (!showGizmos || polygonCollider == null) return;
Gizmos.color = gizmoColor;
Vector3 offset = transform.forward * 0.01f;
for (int pathIndex = 0; pathIndex < polygonCollider.pathCount; pathIndex++)
{
var path = polygonCollider.GetPath(pathIndex);
for (int i = 0; i < path.Length; i++)
{
Vector3 point1 = transform.TransformPoint(path[i]);
Vector3 point2 = transform.TransformPoint(path[(i + 1) % path.Length]);
Gizmos.DrawLine(point1 + offset, point2 + offset);
}
}
}
#endif
}