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using System.Collections;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine;
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using UnityEngine.Experimental.U2D;
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using UnityEngine.U2D;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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[ExecuteAlways]
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public class GeometryCollider : MonoBehaviour
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{
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[SerializeField]
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bool m_UpdateCollider = false;
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int m_HashCode = 0;
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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if (m_UpdateCollider)
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Bake(gameObject, false);
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}
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static public void Bake(GameObject go, bool forced)
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{
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var spriteShapeController = go.GetComponent<SpriteShapeController>();
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var spriteShapeRenderer = go.GetComponent<SpriteShapeRenderer>();
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var polyCollider = go.GetComponent<PolygonCollider2D>();
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var geometryCollider = go.GetComponent<GeometryCollider>();
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if (spriteShapeController != null && polyCollider != null)
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{
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var spline = spriteShapeController.spline;
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if (geometryCollider != null)
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{
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int splineHashCode = spline.GetHashCode();
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if (splineHashCode == geometryCollider.m_HashCode && !forced)
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return;
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geometryCollider.m_HashCode = splineHashCode;
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}
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NativeArray<ushort> indexArray;
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NativeSlice<Vector3> posArray;
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NativeSlice<Vector2> uv0Array;
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NativeArray<SpriteShapeSegment> geomArray;
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spriteShapeRenderer.GetChannels(65536, out indexArray, out posArray, out uv0Array);
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geomArray = spriteShapeRenderer.GetSegments(spline.GetPointCount() * 8);
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NativeArray<ushort> indexArrayLocal = new NativeArray<ushort>(indexArray.Length, Allocator.Temp);
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List<Vector2> points = new List<Vector2>();
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int indexCount = 0, vertexCount = 0, counter = 0;
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for (int u = 0; u < geomArray.Length; ++u)
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{
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if (geomArray[u].indexCount > 0)
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{
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for (int i = 0; i < geomArray[u].indexCount; ++i)
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{
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indexArrayLocal[counter] = (ushort)(indexArray[counter] + vertexCount);
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counter++;
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}
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vertexCount += geomArray[u].vertexCount;
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indexCount += geomArray[u].indexCount;
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}
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}
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Debug.Log(go.name + " : " + counter);
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OuterEdges(polyCollider, indexArrayLocal, posArray, indexCount);
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}
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}
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// Generate the outer edges from the Renderer mesh. Based on code from www.h3xed.com
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static void OuterEdges(PolygonCollider2D polygonCollider, NativeArray<ushort> triangles, NativeSlice<Vector3> vertices, int triangleCount)
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{
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// Get just the outer edges from the mesh's triangles (ignore or remove any shared edges)
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Dictionary<string, KeyValuePair<int, int>> edges = new Dictionary<string, KeyValuePair<int, int>>();
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for (int i = 0; i < triangleCount; i += 3)
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{
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for (int e = 0; e < 3; e++)
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{
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int vert1 = triangles[i + e];
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int vert2 = triangles[i + e + 1 > i + 2 ? i : i + e + 1];
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string edge = Mathf.Min(vert1, vert2) + ":" + Mathf.Max(vert1, vert2);
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if (edges.ContainsKey(edge))
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{
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edges.Remove(edge);
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}
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else
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{
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edges.Add(edge, new KeyValuePair<int, int>(vert1, vert2));
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}
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}
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}
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// Create edge lookup (Key is first vertex, Value is second vertex, of each edge)
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Dictionary<int, int> lookup = new Dictionary<int, int>();
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foreach (KeyValuePair<int, int> edge in edges.Values)
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{
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if (lookup.ContainsKey(edge.Key) == false)
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{
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lookup.Add(edge.Key, edge.Value);
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}
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}
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// Create empty polygon collider
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polygonCollider.pathCount = 0;
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// Loop through edge vertices in order
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int startVert = 0;
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int nextVert = startVert;
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int highestVert = startVert;
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List<Vector2> colliderPath = new List<Vector2>();
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while (true)
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{
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// Add vertex to collider path
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colliderPath.Add(vertices[nextVert]);
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// Get next vertex
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nextVert = lookup[nextVert];
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// Store highest vertex (to know what shape to move to next)
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if (nextVert > highestVert)
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{
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highestVert = nextVert;
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}
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// Shape complete
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if (nextVert == startVert)
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{
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// Add path to polygon collider
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polygonCollider.pathCount++;
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polygonCollider.SetPath(polygonCollider.pathCount - 1, colliderPath.ToArray());
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colliderPath.Clear();
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// Go to next shape if one exists
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if (lookup.ContainsKey(highestVert + 1))
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{
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// Set starting and next vertices
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startVert = highestVert + 1;
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nextVert = startVert;
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// Continue to next loop
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continue;
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}
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// No more verts
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break;
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}
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}
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}
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#if UNITY_EDITOR
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[MenuItem("SpriteShape/Generate Geometry Collider", false, 358)]
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public static void BakeGeometryCollider()
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{
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if (Selection.activeGameObject != null)
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GeometryCollider.Bake(Selection.activeGameObject, true);
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}
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#endif
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}
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