< Summary

Class:DCL.CollidersManager
Assembly:CollidersManager
File(s):/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/WorldRuntime/CollidersManager/CollidersManager.cs
Covered lines:66
Uncovered lines:12
Coverable lines:78
Total lines:172
Line coverage:84.6% (66 of 78)
Covered branches:0
Total branches:0

Metrics

MethodBranch coverage Crap Score Cyclomatic complexity NPath complexity Sequence coverage
CollidersManager()0%110100%
Release()0%12300%
AddOrUpdateColliderInfo(...)0%220100%
RemoveColliderInfo(...)0%220100%
RemoveEntityCollider(...)0%7.464040%
AddOrUpdateEntityCollider(...)0%550100%
RemoveAllEntityColliders(...)0%330100%
OnEntityCleanUpEvent(...)0%110100%
GetColliderInfo(...)0%3.583060%
ConfigureColliders(...)0%110100%
ConfigureColliders(...)0%14140100%

File(s)

/tmp/workspace/unity-renderer/unity-renderer/Assets/Scripts/MainScripts/DCL/WorldRuntime/CollidersManager/CollidersManager.cs

#LineLine coverage
 1using DCL.Components;
 2using DCL.Configuration;
 3using DCL.Models;
 4using System.Collections.Generic;
 5using UnityEngine;
 6
 7namespace DCL
 8{
 9    public class CollidersManager : Singleton<CollidersManager>
 10    {
 111        private Dictionary<Collider, ColliderInfo> colliderInfo = new Dictionary<Collider, ColliderInfo>();
 112        private Dictionary<IDCLEntity, List<Collider>> collidersByEntity = new Dictionary<IDCLEntity, List<Collider>>();
 13        private static CollidersManager instance = null;
 14
 15        public static void Release()
 16        {
 017            if (instance != null)
 18            {
 019                using (var iterator = instance.collidersByEntity.Keys.GetEnumerator())
 20                {
 021                    while (iterator.MoveNext())
 022                        iterator.Current.OnCleanupEvent -= instance.OnEntityCleanUpEvent;
 023                }
 24
 025                instance = null;
 26            }
 027        }
 28
 29        void AddOrUpdateColliderInfo(Collider collider, ColliderInfo info)
 30        {
 31            // Note (Zak): This could be achieved in one line
 32            // just by doing colliderInfo[collider] = info;
 33            // but nobody likes it that way... :'(
 33434            if (colliderInfo.ContainsKey(collider))
 735                colliderInfo[collider] = info;
 36            else
 32737                colliderInfo.Add(collider, info);
 32738        }
 39
 40        void RemoveColliderInfo(Collider collider)
 41        {
 19142            if (colliderInfo.ContainsKey(collider))
 19143                colliderInfo.Remove(collider);
 19144        }
 45
 46        public void RemoveEntityCollider(IDCLEntity entity, Collider collider)
 47        {
 39448            if (entity == null || collider == null || !collidersByEntity.ContainsKey(entity))
 39449                return;
 50
 051            collidersByEntity[entity].Remove(collider);
 052            RemoveColliderInfo(collider);
 053        }
 54
 55        public void AddOrUpdateEntityCollider(IDCLEntity entity, Collider collider)
 56        {
 33457            if (!collidersByEntity.ContainsKey(entity))
 20958                collidersByEntity.Add(entity, new List<Collider>());
 59
 33460            List<Collider> collidersList = collidersByEntity[entity];
 61
 33462            if (!collidersList.Contains(collider))
 32763                collidersList.Add(collider);
 64
 33465            ColliderInfo info = new ColliderInfo();
 33466            info.entity = entity;
 33467            info.meshName = collider.transform.parent != null ? collider.transform.parent.name : "";
 33468            info.scene = entity.scene;
 33469            AddOrUpdateColliderInfo(collider, info);
 70
 71            // Note (Zak): avoid adding the event multiple times
 33472            entity.OnCleanupEvent -= OnEntityCleanUpEvent;
 33473            entity.OnCleanupEvent += OnEntityCleanUpEvent;
 33474        }
 75
 76        void RemoveAllEntityColliders(IDCLEntity entity)
 77        {
 14778            if (collidersByEntity.ContainsKey(entity))
 79            {
 14780                List<Collider> collidersList = collidersByEntity[entity];
 14781                int count = collidersList.Count;
 82
 67683                for (int i = 0; i < count; i++)
 19184                    RemoveColliderInfo(collidersList[i]);
 85
 14786                collidersByEntity.Remove(entity);
 87            }
 14788        }
 89
 90        void OnEntityCleanUpEvent(ICleanableEventDispatcher dispatcher)
 91        {
 14792            dispatcher.OnCleanupEvent -= OnEntityCleanUpEvent;
 93
 14794            RemoveAllEntityColliders((IDCLEntity) dispatcher);
 14795        }
 96
 97        public bool GetColliderInfo(Collider collider, out ColliderInfo info)
 98        {
 126099            if (collider != null && colliderInfo.ContainsKey(collider))
 100            {
 1260101                info = colliderInfo[collider];
 1260102                return true;
 103            }
 104            else
 105            {
 0106                info = new ColliderInfo();
 107            }
 108
 0109            return false;
 110        }
 111
 2112        public void ConfigureColliders(IDCLEntity entity, bool hasCollision = true, bool filterByColliderName = true) { 
 113
 114        public void ConfigureColliders(GameObject meshGameObject, bool hasCollision, bool filterByColliderName = false, 
 115        {
 323116            if (meshGameObject == null)
 27117                return;
 118
 296119            if (entity != null)
 296120                entity.meshesInfo.colliders.Clear();
 121
 296122            if (colliderLayer == -1)
 9123                colliderLayer = DCL.Configuration.PhysicsLayers.defaultLayer;
 124
 125            Collider collider;
 296126            int onClickLayer = PhysicsLayers.onPointerEventLayer; // meshes can have a child collider for the OnClick th
 296127            MeshFilter[] meshFilters = meshGameObject.GetComponentsInChildren<MeshFilter>(true);
 128
 1434129            for (int i = 0; i < meshFilters.Length; i++)
 130            {
 421131                if (meshFilters[i].gameObject.layer == onClickLayer)
 132                    continue;
 133
 421134                if (filterByColliderName)
 135                {
 173136                    if (!meshFilters[i].transform.parent.name.ToLower().Contains("_collider"))
 137                        continue;
 138
 139                    // we remove the Renderer of the '_collider' object, as its true renderer is in another castle
 13140                    Object.Destroy(meshFilters[i].GetComponent<Renderer>());
 141                }
 142
 261143                collider = meshFilters[i].GetComponent<Collider>();
 144
 145                //HACK(Pravus): Hack to bring back compatibility with old builder scenes that have withCollision = false
 146                //              Remove when we fix this changing the property name or something similar.
 261147                bool shouldCreateCollider = hasCollision || filterByColliderName;
 148
 261149                if (shouldCreateCollider)
 150                {
 245151                    if (collider == null)
 229152                        collider = meshFilters[i].gameObject.AddComponent<MeshCollider>();
 153
 245154                    if (collider is MeshCollider)
 237155                        ((MeshCollider) collider).sharedMesh = meshFilters[i].sharedMesh;
 156
 245157                    if (entity != null)
 245158                        AddOrUpdateEntityCollider(entity, collider);
 159                }
 160
 261161                if (collider != null)
 162                {
 256163                    collider.gameObject.layer = colliderLayer;
 256164                    collider.enabled = shouldCreateCollider;
 165
 256166                    if (entity != null)
 256167                        entity.meshesInfo.colliders.Add(collider);
 168                }
 169            }
 296170        }
 171    }
 172}