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C#
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2025-09-24 11:24:38 +05:00
namespace Fusion.Addons.InterestManagement
{
using UnityEngine;
/// <summary>
/// Provides interest to players within certain view angle and distance from this object.
/// </summary>
public sealed class InterestByView : InterestProvider
{
// PUBLIC MEMBERS
[Range(0.0f, 90.0f)]
[InlineHelp][Tooltip("Maximum angle between player camera look direction and direction to this object.")]
public float MaxViewAngle;
[InlineHelp][Tooltip("Minimum distance from player camera to this object.")]
public float MinViewDistance;
[InlineHelp][Tooltip("Maximum distance from player camera to this object.")]
public float MaxViewDistance;
// PRIVATE MEMBERS
private float _cachedAngle;
private float _cachedAngleCos;
// InterestProvider INTERFACE
/// <summary>
/// Returns whether this provider should be processed for given player.
/// </summary>
/// <param name="playerView">Player interest view with player information used for filtering.</param>
public override bool IsPlayerInterested(PlayerInterestView playerView)
{
Vector3 positionDifference = Transform.position - playerView.CameraPosition;
// We compare player camera position against transform of this object.
// It is enough for relatively small objects, bigger objects might need a special handling - distance from a closest point on bounding box for example.
float sqrDistance = Vector3.SqrMagnitude(positionDifference);
if (sqrDistance > MaxViewDistance * MaxViewDistance || sqrDistance < MinViewDistance * MinViewDistance)
return false;
if (_cachedAngle != MaxViewAngle)
{
_cachedAngle = MaxViewAngle;
_cachedAngleCos = Mathf.Cos(MaxViewAngle * Mathf.Deg2Rad);
}
float dot = Vector3.Dot(playerView.CameraDirection, Vector3.Normalize(positionDifference));
if (dot < _cachedAngleCos)
return false;
return true;
}
/// <summary>
/// Called when an object with InterestByView or PlayerInterestManager component is selected.
/// </summary>
/// <param name="playerView">Provides player information, is valid only if the selected object has PlayerInterestManager component.</param>
/// <param name="isSelected">True if the selected object has this component, false otherwise.</param>
protected override void OnDrawGizmosForPlayer(PlayerInterestView playerView, bool isSelected)
{
if (isSelected == true)
{
InterestUtility.DrawAngle(Transform.position - Transform.rotation * Vector3.forward * MaxViewDistance, Transform.rotation, MaxViewAngle, MinViewDistance, MaxViewDistance, Color.green);
}
}
}
}