187 lines
5.1 KiB
C#
187 lines
5.1 KiB
C#
using UnityEngine;
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namespace RoR2;
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public struct LayerIndex
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{
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public static class CommonMasks
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{
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public static readonly LayerMask bullet = (int)world.mask | (int)entityPrecise.mask;
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public static readonly LayerMask laser = (int)world.mask | (int)characterBodiesOrDefault | (int)entityPrecise.mask;
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public static readonly LayerMask interactable = (int)defaultLayer.mask | (int)world.mask | (int)pickups.mask;
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public static readonly LayerMask characterBodies = (int)playerBody.mask | (int)enemyBody.mask;
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public static readonly LayerMask characterBodiesOrDefault = (int)defaultLayer.mask | (int)characterBodies;
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public static readonly LayerMask fakeActorLayers = (int)fakeActor.mask | (int)playerFakeActor.mask;
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}
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public int intVal;
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private static uint assignedLayerMask;
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public static readonly LayerIndex invalidLayer;
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public static readonly LayerIndex defaultLayer;
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public static readonly LayerIndex transparentFX;
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public static readonly LayerIndex ignoreRaycast;
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public static readonly LayerIndex water;
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public static readonly LayerIndex ui;
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public static readonly LayerIndex fakeActor;
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public static readonly LayerIndex playerFakeActor;
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public static readonly LayerIndex noCollision;
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public static readonly LayerIndex pickups;
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public static readonly LayerIndex world;
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public static readonly LayerIndex entityPrecise;
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public static readonly LayerIndex debris;
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public static readonly LayerIndex projectile;
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public static readonly LayerIndex manualRender;
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public static readonly LayerIndex collideWithCharacterHullOnly;
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public static readonly LayerIndex ragdoll;
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public static readonly LayerIndex noDraw;
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public static readonly LayerIndex prefabBrush;
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public static readonly LayerIndex postProcess;
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public static readonly LayerIndex uiWorldSpace;
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public static readonly LayerIndex projectileWorldOnly;
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public static readonly string modderMessage;
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public static readonly LayerIndex playerBody;
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public static readonly LayerIndex enemyBody;
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public static readonly LayerIndex triggerZone;
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public static readonly LayerIndex enemyBarrier;
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private static readonly LayerMask[] collisionMasks;
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public LayerMask mask => (intVal >= 0) ? (1 << intVal) : intVal;
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public LayerMask collisionMask => collisionMasks[intVal];
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static LayerIndex()
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{
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assignedLayerMask = 0u;
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invalidLayer = new LayerIndex
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{
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intVal = -1
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};
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defaultLayer = GetLayerIndex("Default");
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transparentFX = GetLayerIndex("TransparentFX");
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ignoreRaycast = GetLayerIndex("Ignore Raycast");
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water = GetLayerIndex("Water");
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ui = GetLayerIndex("UI");
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fakeActor = GetLayerIndex("FakeActor");
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playerFakeActor = GetLayerIndex("PlayerFakeActor");
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noCollision = GetLayerIndex("NoCollision");
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pickups = GetLayerIndex("Pickups");
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world = GetLayerIndex("World");
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entityPrecise = GetLayerIndex("EntityPrecise");
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debris = GetLayerIndex("Debris");
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projectile = GetLayerIndex("Projectile");
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manualRender = GetLayerIndex("ManualRender");
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collideWithCharacterHullOnly = GetLayerIndex("CollideWithCharacterHullOnly");
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ragdoll = GetLayerIndex("Ragdoll");
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noDraw = GetLayerIndex("NoDraw");
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prefabBrush = GetLayerIndex("PrefabBrush");
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postProcess = GetLayerIndex("PostProcess");
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uiWorldSpace = GetLayerIndex("UI, WorldSpace");
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projectileWorldOnly = GetLayerIndex("ProjectileWorldOnly");
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modderMessage = "Layers below are used only by console versions.";
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playerBody = GetLayerIndex("PlayerBody");
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enemyBody = GetLayerIndex("EnemyBody");
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triggerZone = GetLayerIndex("TriggerZone");
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enemyBarrier = GetLayerIndex("EnemyBarrier");
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collisionMasks = CalcCollisionMasks();
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for (int i = 0; i < 32; i++)
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{
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string text = LayerMask.LayerToName(i);
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if (text != "" && (assignedLayerMask & (uint)(1 << i)) == 0)
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{
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Debug.LogWarningFormat("Layer \"{0}\" is defined in this project's \"Tags and Layers\" settings but is not defined in LayerIndex!", text);
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}
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}
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}
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private static LayerIndex GetLayerIndex(string layerName)
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{
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LayerIndex layerIndex = default(LayerIndex);
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layerIndex.intVal = LayerMask.NameToLayer(layerName);
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LayerIndex result = layerIndex;
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if (result.intVal == invalidLayer.intVal)
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{
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Debug.LogErrorFormat("Layer \"{0}\" is not defined in this project's \"Tags and Layers\" settings.", layerName);
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}
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else
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{
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assignedLayerMask |= (uint)(1 << result.intVal);
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}
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return result;
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}
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private static LayerMask[] CalcCollisionMasks()
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{
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LayerMask[] array = new LayerMask[32];
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for (int i = 0; i < 32; i++)
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{
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LayerMask layerMask = default(LayerMask);
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for (int j = 0; j < 32; j++)
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{
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if (!Physics.GetIgnoreLayerCollision(i, j))
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{
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layerMask = (int)layerMask | (1 << j);
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}
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}
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array[i] = layerMask;
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}
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return array;
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}
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public static int GetAppropriateLayerForTeam(TeamIndex teamIndex)
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{
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switch (teamIndex)
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{
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case TeamIndex.Player:
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return playerBody.intVal;
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case TeamIndex.Monster:
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case TeamIndex.Lunar:
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return enemyBody.intVal;
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default:
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return defaultLayer.intVal;
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}
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}
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public static LayerIndex GetAppropriateFakeLayerForTeam(TeamIndex teamIndex)
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{
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if (teamIndex == TeamIndex.Player)
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{
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return playerFakeActor;
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}
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return fakeActor;
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}
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}
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