Files
PacManUdon/Assets/Scripts/GridMoverTools.cs
2025-12-28 19:35:18 +01:00

64 lines
2.8 KiB
C#

namespace Marro.PacManUdon
{
using System;
using UnityEngine;
public static class GridMoverTools
{
public static Vector2 GetNextPosition(Vector2 currentPosition, Vector2 direction, float speed)
{
return currentPosition + direction * speed * Time.deltaTime;
}
public static Vector2 PositionToGrid(Vector2 position)
{
return new Vector2((float)Math.Round(position.x), (float)Math.Round(position.y));
}
public static bool CrossesTileCenter(Vector2 currentPosition, Vector2 nextPosition, bool horizontal, bool vertical)
{
bool result = false;
if (horizontal)
{
result = result || Math.Floor(currentPosition.x) != Math.Floor(nextPosition.x);
}
if (vertical)
{
result = result || Math.Floor(currentPosition.y) != Math.Floor(nextPosition.y);
}
// Debug.Log($"CrossesTileCenter at currentPosition {currentPosition} with nextPosition {nextPosition}, horizontal {horizontal} and vertical {vertical} gives {result}");
return result;
}
public static bool CrossesTileBorder(Vector2 currentPosition, Vector2 nextPosition, bool horizontal, bool vertical)
{
bool result = false;
if (horizontal)
{
result = result || nextPosition.x != currentPosition.x
&& ((Math.Floor(currentPosition.x) != Math.Floor(nextPosition.x) && nextPosition.x % 1 != 0)
|| currentPosition.x % 1 == 0);
}
if (vertical)
{
result = result || nextPosition.y != currentPosition.y
&& ((Math.Floor(currentPosition.y) != Math.Floor(nextPosition.y) && nextPosition.y % 1 != 0)
|| currentPosition.y % 1 == 0);
}
return result;
}
public static bool CheckCollisionInDirection(Transform transform, Vector2 position, Vector2 direction)
{
// Debug.Log("Collision check");
bool result = Physics.Linecast(transform.parent.TransformPoint(position), transform.parent.TransformPoint(position + direction.normalized), 1 << 22, QueryTriggerInteraction.Ignore);
// Debug.DrawLine(transform.parent.TransformPoint(position), transform.parent.TransformPoint(position + direction.normalized), Color.red, 1);
// Debug.Log($"{gameObject} Collision; Position {position} became {transform.parent.TransformPoint(position)}, direction {direction.normalized} became {transform.parent.TransformDirection(direction.normalized)}");
// Debug.Log("collision check for " + position + " in direction " + direction + " returned " + result);
return result;
}
}
}