2026-04-30 그린빈 추가
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100
Assets/EasyColliderEditor/Scripts/EasyColliderProperties.cs
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100
Assets/EasyColliderEditor/Scripts/EasyColliderProperties.cs
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using UnityEngine;
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namespace ECE
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{
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/// <summary>
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/// Properties to use when creating a collider.
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/// </summary>
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public struct EasyColliderProperties
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{
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/// <summary>
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/// Marks the collider's isTrigger property
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/// </summary>
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public bool IsTrigger;
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/// <summary>
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/// Layer of gameobject when creating a rotated collider.
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/// </summary>
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public int Layer;
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#if (UNITY_6000_0_OR_NEWER)
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/// <summary>
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/// Physic material to set on collider.
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/// </summary>
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public PhysicsMaterial PhysicMaterial;
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#else
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/// <summary>
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/// Physic material to set on collider.
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/// </summary>
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public PhysicMaterial PhysicMaterial;
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public void SetPhysicMat(PhysicMaterial physmat)
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{
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PhysicMaterial = physmat;
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}
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#endif
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#if (UNITY_2022_2_OR_NEWER)
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/// <summary>
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/// whether or not the collidere generates contacts for physics.contact event.
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/// </summary>
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public bool ProvidesContacts;
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/// <summary>
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/// layer overrides - layer override priority property on a collider.
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/// </summary>
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public int LayerOverridePriority;
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/// <summary>
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/// layer overrides exclude layer mask property on colliders.
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/// </summary>
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public LayerMask ExcludeLayers;
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/// <summary>
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/// layer overrides include layer mask property on colliders.
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/// </summary>
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public LayerMask IncludeLayers;
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#endif
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/// <summary>
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/// Orientation of created collider.
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/// </summary>
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public COLLIDER_ORIENTATION Orientation;
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/// <summary>
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/// Gameobject collider gets added to.
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/// </summary>
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public GameObject AttachTo;
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/// <summary>
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/// Properties with which to create a collider
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/// </summary>
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/// <param name="isTrigger">Should the collider's isTrigger property be true?</param>
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/// <param name="layer">Layer of gameobject when creating a rotated collider</param>
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/// <param name="physicMaterial">Physic Material to apply to a collider</param>
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/// <param name="attachTo">GameObject to attach the collider to</param>
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/// <param name="orientation">Orientation of the collider for generation</param>
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public EasyColliderProperties(bool isTrigger, int layer,
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#if (UNITY_6000_0_OR_NEWER)
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PhysicsMaterial physicMaterial,
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#else
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PhysicMaterial physicMaterial,
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#endif
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GameObject attachTo, COLLIDER_ORIENTATION orientation = COLLIDER_ORIENTATION.NORMAL)
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{
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IsTrigger = isTrigger;
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Layer = layer;
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PhysicMaterial = physicMaterial;
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AttachTo = attachTo;
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Orientation = orientation;
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#if (UNITY_2022_2_OR_NEWER)
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ProvidesContacts = false;
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LayerOverridePriority = 0;
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IncludeLayers = 0;
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ExcludeLayers = 0;
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#endif
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}
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}
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}
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