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Scripts

Dibujar un BoxCast

    static public RaycastHit2D BoxCast(Vector2 origen, Vector2 size, float angle, Vector2 direction, float distance, int mask)
    {
        RaycastHit2D hit = Physics2D.BoxCast(origen, size, angle, direction, distance, mask);

        //Setting up the points to draw the cast
        Vector2 p1, p2, p3, p4, p5, p6, p7, p8;
        float w = size.x * 0.5f;
        float h = size.y * 0.5f;
        p1 = new Vector2(-w, h);
        p2 = new Vector2(w, h);
        p3 = new Vector2(w, -h);
        p4 = new Vector2(-w, -h);

        Quaternion q = Quaternion.AngleAxis(angle, new Vector3(0, 0, 1));
        p1 = q * p1;
        p2 = q * p2;
        p3 = q * p3;
        p4 = q * p4;

        p1 += origen;
        p2 += origen;
        p3 += origen;
        p4 += origen;

        Vector2 realDistance = direction.normalized * distance;
        p5 = p1 + realDistance;
        p6 = p2 + realDistance;
        p7 = p3 + realDistance;
        p8 = p4 + realDistance;


        //Drawing the cast
        Color castColor = hit ? Color.red : Color.green;
        Debug.DrawLine(p1, p2, castColor);
        Debug.DrawLine(p2, p3, castColor);
        Debug.DrawLine(p3, p4, castColor);
        Debug.DrawLine(p4, p1, castColor);

        Debug.DrawLine(p5, p6, castColor);
        Debug.DrawLine(p6, p7, castColor);
        Debug.DrawLine(p7, p8, castColor);
        Debug.DrawLine(p8, p5, castColor);

        Debug.DrawLine(p1, p5, Color.grey);
        Debug.DrawLine(p2, p6, Color.grey);
        Debug.DrawLine(p3, p7, Color.grey);
        Debug.DrawLine(p4, p8, Color.grey);
        if (hit)
        {
            Debug.DrawLine(hit.point, hit.point + hit.normal.normalized * 0.2f, Color.yellow);
        }

        return hit;
    }