2026-04-30 그린빈 추가

This commit is contained in:
2026-04-30 12:55:27 +09:00
parent b03f1b3e56
commit 2cc46ebea6
147 changed files with 31909 additions and 5 deletions

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