chore: initial commit
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265
Assets/Feel/MMTools/Accessories/MMVision/MMConeOfVision.cs
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265
Assets/Feel/MMTools/Accessories/MMVision/MMConeOfVision.cs
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using UnityEngine;
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using System.Collections;
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using MoreMountains.Tools;
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using System.Collections.Generic;
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using System;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// This class will create a cone of vision defined by an angle and a distance around a point. It will look for targets within that field, and draw a mesh to show the cone of vision
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/// initially inspired by this great tutorial by Sebastian Lague : https://www.youtube.com/watch?v=rQG9aUWarwE - check out his tutorials, they're amazing!
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/// </summary>
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[Serializable]
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[AddComponentMenu("More Mountains/Tools/Vision/MMConeOfVision")]
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public class MMConeOfVision : MonoBehaviour
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{
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/// <summary>
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/// A struct to store raycast data
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/// </summary>
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public struct RaycastData
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{
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public bool Hit;
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public Vector3 Point;
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public float Distance;
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public float Angle;
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public RaycastData(bool hit, Vector3 point, float distance, float angle)
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{
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Hit = hit;
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Point = point;
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Distance = distance;
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Angle = angle;
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}
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}
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public struct MeshEdgePosition
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{
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public Vector3 PointA;
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public Vector3 PointB;
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public MeshEdgePosition(Vector3 pointA, Vector3 pointB)
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{
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PointA = pointA;
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PointB = pointB;
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}
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}
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[Header("Vision")]
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public LayerMask ObstacleMask;
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public float VisionRadius = 5f;
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[Range(0f, 360f)]
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public float VisionAngle = 20f;
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[MMReadOnly]
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public Vector3 Direction;
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[MMReadOnly]
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public Vector3 EulerAngles;
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public Vector3 Offset;
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[Header("Target scanning")]
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public bool ShouldScanForTargets = true;
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public LayerMask TargetMask;
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public float ScanFrequencyInSeconds = 1f;
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[MMReadOnly]
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public List<Transform> VisibleTargets = new List<Transform>();
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[Header("Mesh")]
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public bool ShouldDrawMesh = true;
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public float MeshDensity = 0.2f;
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public int EdgePrecision = 3;
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public float EdgeThreshold = 0.5f;
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public MeshFilter VisionMeshFilter;
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protected Mesh _visionMesh;
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protected Collider[] _targetsWithinDistance;
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protected Transform _target;
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protected Vector3 _directionToTarget;
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protected float _distanceToTarget;
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protected float _lastScanTimestamp;
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protected List<Vector3> _viewPoints = new List<Vector3>();
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protected RaycastData _oldViewCast = new RaycastData();
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protected RaycastData _viewCast = new RaycastData();
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protected Vector3[] _vertices;
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protected int[] _triangles;
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protected Vector3 _minPoint, _maxPoint, _direction;
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protected RaycastData _returnRaycastData;
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protected RaycastHit _raycastAtAngleHit;
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protected int _numberOfVerticesLastTime = 0;
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public virtual Vector3 Center { get { return this.transform.position + Offset; } }
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protected virtual void Awake()
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{
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_visionMesh = new Mesh();
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if (ShouldDrawMesh)
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{
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VisionMeshFilter.mesh = _visionMesh;
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}
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}
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protected virtual void LateUpdate()
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{
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if ((Time.time - _lastScanTimestamp > ScanFrequencyInSeconds) && ShouldScanForTargets)
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{
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ScanForTargets();
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}
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DrawMesh();
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}
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public virtual void SetDirectionAndAngles(Vector3 direction, Vector3 eulerAngles)
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{
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Direction = direction;
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EulerAngles = eulerAngles;
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}
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protected virtual void ScanForTargets()
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{
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_lastScanTimestamp = Time.time;
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VisibleTargets.Clear();
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_targetsWithinDistance = Physics.OverlapSphere(Center, VisionRadius, TargetMask);
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foreach (Collider collider in _targetsWithinDistance)
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{
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_target = collider.transform;
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_directionToTarget = (_target.position - Center).normalized;
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if (Vector3.Angle(Direction, _directionToTarget) < VisionAngle / 2f)
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{
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_distanceToTarget = Vector3.Distance(Center, _target.position);
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bool duplicate = false;
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foreach(Transform visibleTarget in VisibleTargets)
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{
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if (visibleTarget == _target)
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{
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duplicate = true;
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}
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}
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if ((!Physics.Raycast(Center, _directionToTarget, _distanceToTarget, ObstacleMask)) && !duplicate)
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{
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VisibleTargets.Add(_target);
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}
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}
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}
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}
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protected virtual void DrawMesh()
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{
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if (!ShouldDrawMesh)
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{
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return;
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}
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int steps = Mathf.RoundToInt(MeshDensity * VisionAngle);
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float stepsAngle = VisionAngle / steps;
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_viewPoints.Clear();
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for (int i = 0; i <= steps; i++)
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{
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float angle = stepsAngle * i + EulerAngles.y - VisionAngle / 2f;
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_viewCast = RaycastAtAngle(angle);
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if (i > 0)
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{
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bool thresholdExceeded = Mathf.Abs(_oldViewCast.Distance - _viewCast.Distance) > EdgeThreshold;
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if ((_oldViewCast.Hit != _viewCast.Hit) || (_oldViewCast.Hit && _viewCast.Hit && thresholdExceeded))
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{
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MeshEdgePosition edge = FindMeshEdgePosition(_oldViewCast, _viewCast);
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if (edge.PointA != Vector3.zero)
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{
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_viewPoints.Add(edge.PointA);
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}
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if (edge.PointB != Vector3.zero)
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{
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_viewPoints.Add(edge.PointB);
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}
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}
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}
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_viewPoints.Add(_viewCast.Point);
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_oldViewCast = _viewCast;
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}
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int numberOfVertices = _viewPoints.Count + 1;
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if (numberOfVertices != _numberOfVerticesLastTime)
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{
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Array.Resize(ref _vertices, numberOfVertices);
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Array.Resize(ref _triangles, (numberOfVertices - 2) * 3);
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}
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_vertices[0] = Offset;
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for (int i = 0; i < numberOfVertices - 1; i++)
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{
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_vertices[i + 1] = this.transform.InverseTransformPoint(_viewPoints[i]);
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if (i < numberOfVertices - 2)
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{
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_triangles[i * 3] = 0;
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_triangles[i * 3 + 1] = i + 1;
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_triangles[i * 3 + 2] = i + 2;
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}
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}
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_visionMesh.Clear();
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_visionMesh.vertices = _vertices;
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_visionMesh.triangles = _triangles;
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_visionMesh.RecalculateNormals();
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_numberOfVerticesLastTime = numberOfVertices;
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}
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MeshEdgePosition FindMeshEdgePosition(RaycastData minimumViewCast, RaycastData maximumViewCast)
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{
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float minAngle = minimumViewCast.Angle;
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float maxAngle = maximumViewCast.Angle;
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_minPoint = minimumViewCast.Point;
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_maxPoint = maximumViewCast.Point;
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for (int i = 0; i < EdgePrecision; i++)
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{
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float angle = (minAngle + maxAngle) / 2;
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RaycastData newViewCast = RaycastAtAngle(angle);
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bool thresholdExceeded = Mathf.Abs(minimumViewCast.Distance - newViewCast.Distance) > EdgeThreshold;
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if (newViewCast.Hit == minimumViewCast.Hit && !thresholdExceeded)
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{
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minAngle = angle;
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_minPoint = newViewCast.Point;
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}
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else
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{
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maxAngle = angle;
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_maxPoint = newViewCast.Point;
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}
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}
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return new MeshEdgePosition(_minPoint, _maxPoint);
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}
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RaycastData RaycastAtAngle(float angle)
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{
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_direction = MMMaths.DirectionFromAngle(angle, 0f);
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if (Physics.Raycast(Center, _direction, out _raycastAtAngleHit, VisionRadius, ObstacleMask))
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{
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_returnRaycastData.Hit = true;
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_returnRaycastData.Point = _raycastAtAngleHit.point;
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_returnRaycastData.Distance = _raycastAtAngleHit.distance;
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_returnRaycastData.Angle = angle;
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}
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else
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{
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_returnRaycastData.Hit = false;
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_returnRaycastData.Point = Center + _direction * VisionRadius;
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_returnRaycastData.Distance = VisionRadius;
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_returnRaycastData.Angle = angle;
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}
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return _returnRaycastData;
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}
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}
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}
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