Revamped collision system
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@@ -8,9 +8,8 @@ namespace SplashEdit.RuntimeCode
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public enum PSXCollisionType
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{
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None = 0,
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Solid = 1,
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Trigger = 2,
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Platform = 3
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Static = 1,
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Dynamic = 2
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}
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[RequireComponent(typeof(Renderer))]
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@@ -29,22 +28,11 @@ namespace SplashEdit.RuntimeCode
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[SerializeField] private PSXBPP bitDepth = PSXBPP.TEX_8BIT;
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[SerializeField] private LuaFile luaFile;
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[FormerlySerializedAs("collisionType")]
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[SerializeField] private PSXCollisionType collisionType = PSXCollisionType.None;
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[SerializeField] private bool staticCollider = true;
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[SerializeField] private bool exportCollisionMesh = false;
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[SerializeField] private Mesh customCollisionMesh;
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[Range(1, 8)]
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[SerializeField] private int collisionLayer = 1;
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[SerializeField] private bool generateNavigation = false;
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public PSXBPP BitDepth => bitDepth;
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public PSXCollisionType CollisionType => collisionType;
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public bool StaticCollider => staticCollider;
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public bool ExportCollisionMesh => exportCollisionMesh;
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public Mesh CustomCollisionMesh => customCollisionMesh;
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public int CollisionLayer => collisionLayer;
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public bool GenerateNavigation => generateNavigation;
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private readonly Dictionary<(int, PSXBPP), PSXTexture2D> cache = new();
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