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- using System;
- using UnityEngine;
- [ExecuteInEditMode]
- [RequireComponent(typeof(SpriteRenderer))]
- public class MouseDragSnapper : MonoBehaviour
- {
- private void Awake()
- {
- if (Application.isPlaying)
- {
- if (this.removeRigidbody)
- {
- UnityEngine.Object.Destroy(base.GetComponent<Rigidbody2D>());
- }
- if (this.removeCollider)
- {
- UnityEngine.Object.Destroy(base.GetComponent<Collider2D>());
- }
- UnityEngine.Object.Destroy(this);
- return;
- }
- Collider2D component = base.gameObject.GetComponent<Collider2D>();
- if (component == null)
- {
- this.removeCollider = true;
- base.gameObject.AddComponent<BoxCollider2D>();
- }
- Rigidbody2D component2 = base.gameObject.GetComponent<Rigidbody2D>();
- if (component2 == null)
- {
- this.removeRigidbody = true;
- base.gameObject.AddComponent<Rigidbody2D>();
- }
- }
- private void RePosition(Vector2 dir, SpriteRenderer sprite)
- {
- float x = sprite.bounds.size.x;
- float y = sprite.bounds.size.y;
- float x2 = this.mySprite.bounds.size.x;
- float y2 = this.mySprite.bounds.size.y;
- Vector2 vector = sprite.transform.position;
- Vector2 vector2 = new Vector2(x / 2f, y / 2f);
- Vector2 normalized = vector2.normalized;
- Vector2 vector3 = new Vector2(x / 2f, -y / 2f);
- Vector2 normalized2 = vector3.normalized;
- Vector2 vector4 = new Vector2(-x / 2f, y / 2f);
- Vector2 normalized3 = vector4.normalized;
- Vector2 vector5 = new Vector2(-x / 2f, -y / 2f);
- Vector2 normalized4 = vector5.normalized;
- Vector2 right = Vector2.right;
- float num = Vector2.Angle(right, dir);
- float num2 = Vector2.Angle(right, normalized);
- float num3 = Vector2.Angle(right, normalized2);
- float num4 = Vector2.Angle(right, normalized3);
- float num5 = Vector2.Angle(right, normalized4);
- if (dir.y > 0f)
- {
- if (num < num2)
- {
- base.transform.position = new Vector2(vector.x + x / 2f + x2 / 2f, vector.y);
- }
- else if (num < num4)
- {
- base.transform.position = new Vector2(vector.x, vector.y + y / 2f + y2 / 2f);
- }
- else
- {
- base.transform.position = new Vector2(vector.x - x / 2f - x2 / 2f, vector.y);
- }
- }
- else if (num < num3)
- {
- base.transform.position = new Vector2(vector.x + x / 2f + x2 / 2f, vector.y);
- }
- else if (num < num5)
- {
- base.transform.position = new Vector2(vector.x, vector.y - y / 2f - y2 / 2f);
- }
- else
- {
- base.transform.position = new Vector2(vector.x - x / 2f - x2 / 2f, vector.y);
- }
- }
- private bool Collide(Vector2 origin, Vector2 dir, float dis)
- {
- RaycastHit2D[] array = Physics2D.RaycastAll(origin, dir, dis);
- RaycastHit2D[] array2 = array;
- int i = 0;
- while (i < array2.Length)
- {
- RaycastHit2D raycastHit2D = array2[i];
- if (raycastHit2D.collider != null && raycastHit2D.collider.gameObject != base.gameObject)
- {
- Vector2 b = raycastHit2D.collider.transform.position;
- Vector2 a = base.transform.position;
- SpriteRenderer component = raycastHit2D.collider.gameObject.GetComponent<SpriteRenderer>();
- if (component == null)
- {
- return false;
- }
- this.RePosition((a - b).normalized, component);
- return true;
- }
- else
- {
- i++;
- }
- }
- return false;
- }
- private void Update()
- {
- this.mySprite = base.gameObject.GetComponent<SpriteRenderer>();
- Vector2 vector = base.transform.position;
- float x = this.mySprite.bounds.size.x;
- float y = this.mySprite.bounds.size.y;
- bool flag = this.Collide(new Vector2(vector.x + x / 2f, vector.y + y / 2f), Vector2.up, 5f);
- if (flag)
- {
- return;
- }
- flag = this.Collide(new Vector2(vector.x + x / 2f, vector.y + y / 2f), Vector2.right, 5f);
- if (flag)
- {
- return;
- }
- flag = this.Collide(new Vector2(vector.x + x / 2f, vector.y - y / 2f), -Vector2.up, 5f);
- if (flag)
- {
- return;
- }
- flag = this.Collide(new Vector2(vector.x + x / 2f, vector.y - y / 2f), Vector2.right, 5f);
- if (flag)
- {
- return;
- }
- flag = this.Collide(new Vector2(vector.x - x / 2f, vector.y - y / 2f), -Vector2.up, 5f);
- if (flag)
- {
- return;
- }
- flag = this.Collide(new Vector2(vector.x - x / 2f, vector.y - y / 2f), -Vector2.right, 5f);
- if (flag)
- {
- return;
- }
- flag = this.Collide(new Vector2(vector.x - x / 2f, vector.y + y / 2f), Vector2.up, 5f);
- if (flag)
- {
- return;
- }
- this.Collide(new Vector2(vector.x - x / 2f, vector.y + y / 2f), -Vector2.right, 5f);
- }
- public bool removeRigidbody;
- public bool removeCollider;
- private SpriteRenderer mySprite;
- }
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