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class TestCollider : Component, IUpdatable | |
{ | |
public override void onAddedToEntity() | |
{ | |
entity.addCollider<BoxCollider>(new BoxCollider(100,100)); | |
} | |
public void update() | |
{ | |
var bottomLeft = new Vector2(entity.colliders.First().bounds.left, entity.colliders.First().bounds.bottom);; | |
RaycastHit bottomHit = Physics.linecast(bottomLeft, bottomLeft + (Vector2.UnitY * 100)); | |
Debug.drawLine(bottomLeft, bottomLeft + (Vector2.UnitY * 100), Color.Red); | |
if (bottomHit.collider != null) | |
{ | |
Debug.log($"hit distance bottom: {bottomHit.distance}"); | |
} | |
var topRight = new Vector2(entity.colliders.First().bounds.right, entity.colliders.First().bounds.top); | |
RaycastHit rightHit = Physics.linecast(topRight, topRight + (Vector2.UnitX * 100)); | |
Debug.drawLine(topRight, topRight + (Vector2.UnitX * 100), Color.Red); | |
if (rightHit.collider != null) | |
{ | |
Debug.log($"hit distance right: {rightHit.distance}"); | |
} | |
var position = Input.mousePosition; | |
if (Input.leftMouseButtonDown) | |
transform.position = position; | |
} | |
} | |
/// In the scene file | |
// the raycaster | |
createEntity("collider-1", new Vector2(100,100)).addComponent<TestCollider>(new TestCollider()); | |
// the obstacle | |
createEntity("box", new Vector2(300, 300)).addCollider<BoxCollider>(new BoxCollider(100, 100)); |
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