Custom event classes for patched methods

Update to LeapCSharp 6.15.0
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SDraw 2024-04-26 23:52:25 +03:00
parent 4b879d53d5
commit 85925a7072
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76 changed files with 3443 additions and 2187 deletions

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@ -1,6 +1,8 @@
using ABI.CCK.Components;
using ABI_RC.Core.Savior;
using ABI_RC.Systems.InputManagement;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace ml_pmc
@ -72,5 +74,26 @@ namespace ml_pmc
p_pose.bodyRotation.w *= -1f;
p_pose.bodyPosition.x *= -1f;
}
public static bool IsInSight(CapsuleCollider p_source, CapsuleCollider p_target, float p_limit)
{
bool l_result = false;
if((p_source != null) && (p_target != null))
{
Ray l_ray = new Ray();
l_ray.origin = p_source.bounds.center;
l_ray.direction = p_target.bounds.center - l_ray.origin;
List<RaycastHit> l_hits = Physics.RaycastAll(l_ray, p_limit).ToList();
if(l_hits.Count > 0)
{
l_hits.RemoveAll(hit => hit.collider.gameObject.layer == LayerMask.NameToLayer("UI Internal")); // Somehow layer mask in RaycastAll just ignores players entirely
l_hits.RemoveAll(hit => hit.collider.gameObject.layer == LayerMask.NameToLayer("PlayerLocal"));
l_hits.RemoveAll(hit => hit.collider.gameObject.layer == LayerMask.NameToLayer("PlayerClone"));
l_hits.Sort((a, b) => ((a.distance < b.distance) ? -1 : 1));
l_result = (l_hits.First().collider.gameObject.transform.root == p_target.transform.root);
}
}
return l_result;
}
}
}