코드 리팩토링
재사용성 및 확장성을 고려하여 코드 전반을 리팩토링함
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228
Assets/Scripts/Utilities/PhysicsQueryUtility.cs
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228
Assets/Scripts/Utilities/PhysicsQueryUtility.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Utility class for common physics queries.
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/// Eliminates repeated OverlapSphere patterns across the codebase.
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/// </summary>
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public static class PhysicsQueryUtility
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{
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// Reusable buffer to avoid allocations (32 should be enough for most cases)
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private static readonly Collider[] OverlapBuffer = new Collider[32];
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/// <summary>
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/// Find the closest object implementing interface T within radius.
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/// </summary>
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/// <typeparam name="T">Interface or component type to search for</typeparam>
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/// <param name="origin">Center point of the search</param>
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/// <param name="radius">Search radius</param>
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/// <param name="layerMask">Layer mask to filter objects</param>
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/// <returns>Closest object of type T, or null if none found</returns>
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public static T FindClosest<T>(Vector3 origin, float radius, LayerMask layerMask) where T : class
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{
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int count = Physics.OverlapSphereNonAlloc(origin, radius, OverlapBuffer, layerMask);
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T closest = null;
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float minDistSqr = float.MaxValue;
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for (int i = 0; i < count; i++)
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{
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T component = OverlapBuffer[i].GetComponentInParent<T>();
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if (component != null)
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{
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float distSqr = (origin - OverlapBuffer[i].transform.position).sqrMagnitude;
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if (distSqr < minDistSqr)
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{
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minDistSqr = distSqr;
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closest = component;
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}
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}
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}
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return closest;
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}
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/// <summary>
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/// Find the closest object implementing interface T within radius, also returning distance.
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/// </summary>
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public static T FindClosest<T>(Vector3 origin, float radius, LayerMask layerMask, out float distance) where T : class
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{
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int count = Physics.OverlapSphereNonAlloc(origin, radius, OverlapBuffer, layerMask);
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T closest = null;
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float minDistSqr = float.MaxValue;
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for (int i = 0; i < count; i++)
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{
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T component = OverlapBuffer[i].GetComponentInParent<T>();
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if (component != null)
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{
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float distSqr = (origin - OverlapBuffer[i].transform.position).sqrMagnitude;
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if (distSqr < minDistSqr)
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{
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minDistSqr = distSqr;
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closest = component;
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}
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}
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}
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distance = closest != null ? Mathf.Sqrt(minDistSqr) : 0f;
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return closest;
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}
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/// <summary>
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/// Execute action on all objects of type T within radius.
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/// </summary>
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/// <typeparam name="T">Interface or component type to search for</typeparam>
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/// <param name="origin">Center point of the search</param>
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/// <param name="radius">Search radius</param>
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/// <param name="layerMask">Layer mask to filter objects</param>
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/// <param name="action">Action to execute on each found object</param>
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public static void ForEachInRadius<T>(Vector3 origin, float radius, LayerMask layerMask, Action<T> action) where T : class
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{
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int count = Physics.OverlapSphereNonAlloc(origin, radius, OverlapBuffer, layerMask);
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// Track processed objects to avoid duplicates (same object hit by multiple colliders)
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var processed = new HashSet<T>();
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for (int i = 0; i < count; i++)
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{
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T component = OverlapBuffer[i].GetComponentInParent<T>();
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if (component != null && !processed.Contains(component))
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{
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processed.Add(component);
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action(component);
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}
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}
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}
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/// <summary>
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/// Execute action on all objects of type T within radius, with additional context.
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/// </summary>
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public static void ForEachInRadius<T>(Vector3 origin, float radius, LayerMask layerMask,
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Action<T, Collider> action) where T : class
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{
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int count = Physics.OverlapSphereNonAlloc(origin, radius, OverlapBuffer, layerMask);
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var processed = new HashSet<T>();
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for (int i = 0; i < count; i++)
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{
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T component = OverlapBuffer[i].GetComponentInParent<T>();
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if (component != null && !processed.Contains(component))
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{
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processed.Add(component);
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action(component, OverlapBuffer[i]);
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}
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}
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}
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/// <summary>
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/// Get all objects of type T within radius.
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/// </summary>
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/// <typeparam name="T">Interface or component type to search for</typeparam>
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/// <param name="origin">Center point of the search</param>
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/// <param name="radius">Search radius</param>
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/// <param name="layerMask">Layer mask to filter objects</param>
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/// <returns>List of all objects of type T within radius</returns>
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public static List<T> FindAllInRadius<T>(Vector3 origin, float radius, LayerMask layerMask) where T : class
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{
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var results = new List<T>();
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int count = Physics.OverlapSphereNonAlloc(origin, radius, OverlapBuffer, layerMask);
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for (int i = 0; i < count; i++)
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{
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T component = OverlapBuffer[i].GetComponentInParent<T>();
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if (component != null && !results.Contains(component))
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{
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results.Add(component);
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}
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}
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return results;
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}
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/// <summary>
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/// Find all objects of type T within radius, sorted by distance (closest first).
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/// </summary>
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public static List<T> FindAllInRadiusSorted<T>(Vector3 origin, float radius, LayerMask layerMask) where T : class
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{
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int count = Physics.OverlapSphereNonAlloc(origin, radius, OverlapBuffer, layerMask);
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var resultsWithDistance = new List<(T component, float distSqr)>();
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for (int i = 0; i < count; i++)
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{
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T component = OverlapBuffer[i].GetComponentInParent<T>();
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if (component != null)
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{
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bool alreadyAdded = false;
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foreach (var item in resultsWithDistance)
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{
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if (ReferenceEquals(item.component, component))
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{
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alreadyAdded = true;
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break;
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}
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}
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if (!alreadyAdded)
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{
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float distSqr = (origin - OverlapBuffer[i].transform.position).sqrMagnitude;
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resultsWithDistance.Add((component, distSqr));
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}
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}
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}
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// Sort by distance
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resultsWithDistance.Sort((a, b) => a.distSqr.CompareTo(b.distSqr));
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var results = new List<T>(resultsWithDistance.Count);
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foreach (var item in resultsWithDistance)
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{
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results.Add(item.component);
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}
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return results;
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}
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/// <summary>
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/// Check if any object of type T exists within radius.
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/// </summary>
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public static bool AnyInRadius<T>(Vector3 origin, float radius, LayerMask layerMask) where T : class
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{
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int count = Physics.OverlapSphereNonAlloc(origin, radius, OverlapBuffer, layerMask);
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for (int i = 0; i < count; i++)
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{
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if (OverlapBuffer[i].GetComponentInParent<T>() != null)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Count objects of type T within radius.
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/// </summary>
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public static int CountInRadius<T>(Vector3 origin, float radius, LayerMask layerMask) where T : class
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{
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int count = Physics.OverlapSphereNonAlloc(origin, radius, OverlapBuffer, layerMask);
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var processed = new HashSet<T>();
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for (int i = 0; i < count; i++)
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{
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T component = OverlapBuffer[i].GetComponentInParent<T>();
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if (component != null)
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{
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processed.Add(component);
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}
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}
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return processed.Count;
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}
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}
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