Utilities.cs 6.9 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using TMPro;
  5. using UniRx;
  6. namespace KairoEngine.Utility
  7. {
  8. public class Utilities
  9. {
  10. public const int sortingOrderDefault = 5000;
  11. // Create Text in the World
  12. public static TextMesh CreateWorldText(string text, Transform parent = null, Vector3 localPosition = default(Vector3), int fontSize = 40, Color? color = null, TextAnchor textAnchor = TextAnchor.UpperLeft, TextAlignment textAlignment = TextAlignment.Left, int sortingOrder = sortingOrderDefault) {
  13. if (color == null) color = Color.white;
  14. return CreateWorldText(parent, text, localPosition, fontSize, (Color)color, textAnchor, textAlignment, sortingOrder);
  15. }
  16. // Create Text in the World
  17. public static TextMesh CreateWorldText(Transform parent, string text, Vector3 localPosition, int fontSize, Color color, TextAnchor textAnchor, TextAlignment textAlignment, int sortingOrder) {
  18. GameObject gameObject = new GameObject("World_Text", typeof(TextMesh));
  19. Transform transform = gameObject.transform;
  20. transform.SetParent(parent, false);
  21. transform.localPosition = localPosition;
  22. TextMesh textMesh = gameObject.GetComponent<TextMesh>();
  23. textMesh.anchor = textAnchor;
  24. textMesh.alignment = textAlignment;
  25. textMesh.text = text;
  26. textMesh.fontSize = fontSize;
  27. textMesh.color = color;
  28. textMesh.GetComponent<MeshRenderer>().sortingOrder = sortingOrder;
  29. return textMesh;
  30. }
  31. // Get Mouse Position in World with Z = 0f
  32. public static Vector3 GetMouseWorldPosition() {
  33. Vector3 vec = GetMouseWorldPositionWithZ(Input.mousePosition, Camera.main);
  34. vec.z = 0f;
  35. return vec;
  36. }
  37. public static Vector3 GetMouseWorldPositionWithZ() {
  38. return GetMouseWorldPositionWithZ(Input.mousePosition, Camera.main);
  39. }
  40. public static Vector3 GetMouseWorldPositionWithZ(Camera worldCamera) {
  41. return GetMouseWorldPositionWithZ(Input.mousePosition, worldCamera);
  42. }
  43. public static Vector3 GetMouseWorldPositionWithZ(Vector3 screenPosition, Camera worldCamera) {
  44. Vector3 worldPosition = worldCamera.ScreenToWorldPoint(screenPosition);
  45. return worldPosition;
  46. }
  47. public static Vector3 GetMouseWorldPosition(int mouseColliderLayerMask, float distance = 999f)
  48. {
  49. if(Camera.main == null) return new Vector3();
  50. Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
  51. if(Physics.Raycast(ray, out RaycastHit raycastHit, distance, mouseColliderLayerMask))
  52. {
  53. return raycastHit.point;
  54. }
  55. else return Vector3.zero;
  56. }
  57. public static Vector3 GetMouseWorldPosition(int mouseColliderLayerMask, ref bool pointerHit)
  58. {
  59. if(Camera.main == null) return new Vector3();
  60. Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
  61. if(Physics.Raycast(ray, out RaycastHit raycastHit, 999f, mouseColliderLayerMask))
  62. {
  63. pointerHit = true;
  64. return raycastHit.point;
  65. }
  66. else
  67. {
  68. pointerHit = false;
  69. return Vector3.zero;
  70. }
  71. }
  72. public static Collider GetMouseWorldPositionCollider(int mouseColliderLayerMask)
  73. {
  74. if(Camera.main == null) return null;
  75. Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
  76. if(Physics.Raycast(ray, out RaycastHit raycastHit, 999f, mouseColliderLayerMask)) return raycastHit.collider;
  77. else return null;
  78. }
  79. // Create a Text Popup in the World, no parent
  80. public static void CreateWorldTextPopup(string text, Vector3 localPosition) {
  81. CreateWorldTextPopup(null, text, localPosition, 40, Color.white, localPosition + new Vector3(0, 20), 1f, true);
  82. }
  83. // Create a Text Popup in the World
  84. public static void CreateWorldTextPopup(Transform parent, string text, Vector3 localPosition, int fontSize, Color color, Vector3 finalPopupPosition, float popupTime, bool centered) {
  85. TextMesh textMesh = CreateWorldText(parent, text, localPosition, fontSize, color, TextAnchor.LowerLeft, TextAlignment.Left, sortingOrderDefault);
  86. if(centered) textMesh.anchor = TextAnchor.MiddleCenter;
  87. Transform transform = textMesh.transform;
  88. Vector3 moveAmount = (finalPopupPosition - localPosition) / popupTime;
  89. CompositeDisposable disposables = new CompositeDisposable();
  90. Observable.EveryUpdate().Subscribe(_ => {
  91. transform.position += moveAmount * Time.deltaTime;
  92. popupTime -= Time.deltaTime;
  93. if (popupTime <= 0f) {
  94. UnityEngine.Object.Destroy(transform.gameObject);
  95. disposables.Clear();
  96. }
  97. }).AddTo(disposables);
  98. }
  99. public static float GetAngleFromVectorFloat(Vector3 dir) {
  100. dir = dir.normalized;
  101. float n = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
  102. if (n < 0) n += 360;
  103. return n;
  104. }
  105. public static Vector3 ApplyRotationToVector(Vector3 vec, Vector3 vecRotation) {
  106. return ApplyRotationToVector(vec, GetAngleFromVectorFloat(vecRotation));
  107. }
  108. public static Vector3 ApplyRotationToVector(Vector3 vec, float angle) {
  109. return Quaternion.Euler(0,0,angle) * vec;
  110. }
  111. public static List<Vector2Int> GetPointsInRadius(int radius, bool includeOrigin = true)
  112. {
  113. List<Vector2Int> points = new List<Vector2Int>();
  114. if(includeOrigin) points.Add(new Vector2Int(0, 0));
  115. for (int i = 1; i < radius; i++)
  116. {
  117. for (int j = 1; j < radius; j++)
  118. {
  119. if (i * i + j * j < (radius * radius))
  120. {
  121. points.Add(new Vector2Int(i,j));
  122. points.Add(new Vector2Int(-i,j));
  123. points.Add(new Vector2Int(i,-j));
  124. points.Add(new Vector2Int(-i,-j));
  125. points.Add(new Vector2Int(i, 0));
  126. points.Add(new Vector2Int(-i, 0));
  127. points.Add(new Vector2Int(0, j));
  128. points.Add(new Vector2Int(0, -j));
  129. }
  130. }
  131. }
  132. return points;
  133. }
  134. public static float SuperLerp(float from, float to, float from2, float to2, float value) {
  135. if (value <= from2)
  136. return from;
  137. else if (value >= to2)
  138. return to;
  139. return (to - from) * ((value - from2) / (to2 - from2)) + from;
  140. }
  141. }
  142. }