Files

74 lines
2.4 KiB
C#

using UnityEngine;
namespace HotUpdate
{
/// <summary>
/// 用地表 MeshCollider 的碰撞高度作为放置 Y。原点在底面中点的物件直接用该值。
/// </summary>
public static class GroundSit
{
const float RayStartY = 80f;
const float RayLength = 160f;
public static float Height(Vector3 xz, Transform searchRoot = null, float fallback = 0f)
{
Physics.SyncTransforms();
var cols = Collect(searchRoot);
var offsets = new[]
{
Vector3.zero,
new Vector3(0.35f, 0f, 0.35f),
new Vector3(-0.35f, 0f, 0.35f),
new Vector3(0.35f, 0f, -0.35f),
};
foreach (var offset in offsets)
{
if (TryHit(cols, xz + offset, groundOnly: true, out var y))
return y;
}
foreach (var offset in offsets)
{
if (TryHit(cols, xz + offset, groundOnly: false, out var y))
return y;
}
return fallback;
}
static bool TryHit(MeshCollider[] cols, Vector3 xz, bool groundOnly, out float y)
{
var ray = new Ray(new Vector3(xz.x, RayStartY, xz.z), Vector3.down);
var bestDist = float.MaxValue;
y = 0f;
var hitAny = false;
foreach (var col in cols)
{
if (col == null || !col.enabled) continue;
if (groundOnly && !IsGroundCollider(col)) continue;
if (!col.Raycast(ray, out var hit, RayLength)) continue;
if (hit.distance >= bestDist) continue;
bestDist = hit.distance;
y = hit.point.y;
hitAny = true;
}
return hitAny;
}
static MeshCollider[] Collect(Transform searchRoot)
{
if (searchRoot != null)
return searchRoot.GetComponentsInChildren<MeshCollider>();
return Object.FindObjectsByType<MeshCollider>(FindObjectsSortMode.None);
}
static bool IsGroundCollider(MeshCollider col)
{
for (var t = col.transform; t != null; t = t.parent)
{
if (t.name.IndexOf("ground", System.StringComparison.OrdinalIgnoreCase) >= 0)
return true;
}
return false;
}
}
}