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Assets/Scripts/Test/Light/New/ShadowCollider.cs
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54
Assets/Scripts/Test/Light/New/ShadowCollider.cs
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using UnityEngine;
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using System.Collections.Generic;
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public class ShadowCollider : MonoBehaviour
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{
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[Header("阴影碰撞器")]
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public GameObject sourceObject;
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public PolygonCollider2D polygonCollider;
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[Header("调试")]
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public bool showGizmos = true;
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public Color gizmoColor = new Color(1, 0, 0, 0.3f);
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public void Initialize(List<List<Vector2>> contours)
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{
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polygonCollider = GetComponent<PolygonCollider2D>();
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if (polygonCollider == null)
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polygonCollider = gameObject.AddComponent<PolygonCollider2D>();
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UpdateCollider(contours);
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}
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public void UpdateCollider(List<List<Vector2>> contours)
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{
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if (polygonCollider == null) return;
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polygonCollider.pathCount = contours.Count;
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for (int i = 0; i < contours.Count; i++)
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{
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polygonCollider.SetPath(i, contours[i].ToArray());
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}
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}
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#if UNITY_EDITOR
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void OnDrawGizmos()
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{
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if (!showGizmos || polygonCollider == null) return;
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Gizmos.color = gizmoColor;
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Vector3 offset = transform.forward * 0.01f;
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for (int pathIndex = 0; pathIndex < polygonCollider.pathCount; pathIndex++)
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{
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var path = polygonCollider.GetPath(pathIndex);
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for (int i = 0; i < path.Length; i++)
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{
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Vector3 point1 = transform.TransformPoint(path[i]);
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Vector3 point2 = transform.TransformPoint(path[(i + 1) % path.Length]);
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Gizmos.DrawLine(point1 + offset, point2 + offset);
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}
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}
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}
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#endif
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}
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