Files
BlockSpace-v1.5.0b/Assets/Scripts/Assembly-CSharp/SphereOverlapBehavior.cs
T
2026-06-01 17:19:55 +02:00

44 lines
1.3 KiB
C#

using System;
using System.Collections.Generic;
using BlockSpace.Voxels;
using UnityEngine;
[DisallowMultipleComponent]
public sealed class SphereOverlapBehavior : NodeBehavior
{
private readonly List<VoxelGroup> buffer = new List<VoxelGroup>();
public override void OnRun(string inputPortName)
{
if (!string.Equals(inputPortName, "Scan", StringComparison.Ordinal))
{
return;
}
VoxelGroupManager instance = VoxelGroupManager.Instance;
if (instance == null)
{
SetOutputValueIfChanged("Group", BSValue.None);
TriggerOutput("Done");
return;
}
Vector3 voxelPosition = new Vector3((float)GetInputNumber("X"), (float)GetInputNumber("Y"), (float)GetInputNumber("Z"));
float num = Mathf.Max(0f, (float)GetInputNumber("Radius"));
Vector3 vector = NodePlayerUtility.VoxelToWorldPosition(voxelPosition);
float num2 = num * NodePlayerUtility.GetVoxelSize();
float num3 = num2 * num2;
buffer.Clear();
instance.GetAllGroups(buffer);
for (int i = 0; i < buffer.Count; i++)
{
VoxelGroup voxelGroup = buffer[i];
if (!(voxelGroup == null) && (voxelGroup.GetWorldBounds().ClosestPoint(vector) - vector).sqrMagnitude <= num3)
{
SetOutputValueIfChanged("Group", BSValue.FromGroup(voxelGroup.id));
TriggerOutput("Each");
}
}
SetOutputValueIfChanged("Group", BSValue.None);
TriggerOutput("Done");
}
}