add some extra assets FX and SFX
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace EzySlice
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{
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/**
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* Quick Internal structure which checks where the point lays on the
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* Plane. UP = Upwards from the Normal, DOWN = Downwards from the Normal
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* ON = Point lays straight on the plane
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*/
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public enum SideOfPlane
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{
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UP,
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DOWN,
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ON
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}
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/**
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* Represents a simple 3D Plane structure with a position
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* and direction which extends infinitely in its axis. This provides
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* an optimal structure for collision tests for the slicing framework.
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*/
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public struct Plane
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{
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private Vector3 m_normal;
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private float m_dist;
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// this is for editor debugging only! do NOT try to access this
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// variable at runtime, we will be stripping it out for final
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// builds
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#if UNITY_EDITOR
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private Transform trans_ref;
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#endif
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public Plane (Vector3 pos, Vector3 norm)
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{
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this.m_normal = norm;
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this.m_dist = Vector3.Dot (norm, pos);
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// this is for editor debugging only!
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#if UNITY_EDITOR
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trans_ref = null;
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#endif
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}
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public Plane (Vector3 norm, float dot)
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{
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this.m_normal = norm;
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this.m_dist = dot;
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// this is for editor debugging only!
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#if UNITY_EDITOR
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trans_ref = null;
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#endif
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}
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public void Compute (Vector3 pos, Vector3 norm)
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{
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this.m_normal = norm;
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this.m_dist = Vector3.Dot (norm, pos);
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}
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public void Compute (Transform trans)
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{
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Compute (trans.position, trans.up);
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// this is for editor debugging only!
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#if UNITY_EDITOR
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trans_ref = trans;
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#endif
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}
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public void Compute (GameObject obj)
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{
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Compute (obj.transform);
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}
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public Vector3 normal {
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get { return this.m_normal; }
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}
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public float dist {
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get { return this.m_dist; }
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}
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/**
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* Checks which side of the plane the point lays on.
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*/
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public SideOfPlane SideOf (Vector3 pt)
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{
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float result = Vector3.Dot (m_normal, pt) - m_dist;
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if (result > float.Epsilon) {
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return SideOfPlane.UP;
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}
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if (result < -float.Epsilon) {
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return SideOfPlane.DOWN;
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}
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return SideOfPlane.ON;
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}
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/**
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* Editor only DEBUG functionality. This should not be compiled in the final
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* Version.
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*/
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public void OnDebugDraw ()
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{
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OnDebugDraw (Color.white);
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}
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public void OnDebugDraw (Color drawColor)
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{
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// NOTE -> Gizmos are only supported in the editor. We will keep these function
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// signatures for consistancy however at final build, these will do nothing
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// TO/DO -> Should we throw a runtime exception if this function tried to get executed
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// at runtime?
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#if UNITY_EDITOR
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if (trans_ref == null) {
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return;
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}
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Color prevColor = Gizmos.color;
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Matrix4x4 prevMatrix = Gizmos.matrix;
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// TO-DO
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Gizmos.matrix = Matrix4x4.TRS (trans_ref.position, trans_ref.rotation, trans_ref.localScale);
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Gizmos.color = drawColor;
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Gizmos.DrawWireCube (Vector3.zero, new Vector3 (1.0f, 0.0f, 1.0f));
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Gizmos.color = prevColor;
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Gizmos.matrix = prevMatrix;
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#endif
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}
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}
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}
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