95 lines
2.6 KiB
C#
95 lines
2.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Laser : MonoBehaviour
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{
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public bool flipDirection;
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public int power = 1;
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float maxDistance = 1000.0f;
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bool isHorizontal;
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LineRenderer laserLine;
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GameObject lastChargePoint;
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void Start()
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{
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laserLine = GetComponent<LineRenderer>();
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isHorizontal = GetComponent<Turret>().isHorizontal;
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}
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void Update()
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{
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RaycastHit2D hit = DrawLaser(transform.position);
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HandleHit(hit);
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}
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RaycastHit2D DrawLaser(Vector3 startPosition)
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{
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laserLine.SetPosition(0, startPosition);
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RaycastHit2D hit;
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if (isHorizontal)
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{
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float endpointY = flipDirection ? startPosition.y - maxDistance : startPosition.y + maxDistance;
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hit = Physics2D.Raycast(startPosition, flipDirection ? Vector2.down : Vector2.up);
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if (hit.collider) laserLine.SetPosition(1, hit.point);
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else laserLine.SetPosition(1, new Vector3(startPosition.x, endpointY, 0));
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} else
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{
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float endpointX = flipDirection ? startPosition.x - maxDistance : startPosition.x + maxDistance;
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hit = Physics2D.Raycast(startPosition, flipDirection ? Vector2.left : Vector2.right);
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if (hit.collider) laserLine.SetPosition(1, hit.point);
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else laserLine.SetPosition(1, new Vector3(endpointX, startPosition.y, 0));
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}
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return hit;
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}
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void HandleHit(RaycastHit2D hit)
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{
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if (hit.collider)
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{
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if (hit.collider.tag == "Mirror") HitMirror(hit);
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if (hit.collider.tag == "Charge Point") HitChargePoint(hit);
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}
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else HitNothing();
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}
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void HitMirror(RaycastHit2D hit)
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{
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if (isHorizontal)
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{
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// TODO
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}
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else
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{
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// TODO
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}
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}
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void HitChargePoint(RaycastHit2D hit)
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{
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if (hit.collider.gameObject != lastChargePoint) hit.collider.GetComponent<ChargePoint>().adjustCharges(power);
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lastChargePoint = hit.collider.gameObject;
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}
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void HitNothing()
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{
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if (lastChargePoint) lastChargePoint.GetComponent<ChargePoint>().adjustCharges(power * -1);
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lastChargePoint = null;
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}
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void OnDrawGizmosSelected()
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{
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float distance = 1.0f;
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isHorizontal = GetComponent<Turret>().isHorizontal;
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Vector3 offset = isHorizontal ? new Vector3(0, distance, 0) : new Vector3(distance, 0, 0);
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Gizmos.color = Color.blue;
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Gizmos.DrawLine(transform.position, flipDirection ? transform.position - offset : transform.position + offset);
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}
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}
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