90 lines
3.1 KiB
C#
90 lines
3.1 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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DrawLaser(transform.position, isHorizontal, flipDirection);
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}
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void DrawLaser(Vector3 startPosition, bool drawOnYAxis, bool flipAxis, int laserIndex = 0)
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{
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RaycastHit2D hit = DrawRaycast(startPosition, drawOnYAxis, flipAxis);
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Vector3 endPosition;
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if (hit.collider) endPosition = hit.point;
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else if (drawOnYAxis) endPosition = new Vector3(startPosition.x, flipAxis ? startPosition.y - maxDistance : startPosition.y + maxDistance, 0);
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else endPosition = new Vector3(flipAxis ? startPosition.x - maxDistance : startPosition.x + maxDistance, startPosition.y, 0);
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laserLine.positionCount = laserIndex + 2;
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laserLine.SetPosition(laserIndex, startPosition);
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laserLine.SetPosition(laserIndex + 1, endPosition);
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if (hit.collider)
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{
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if (hit.collider.tag == "Mirror")
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{
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float mirrorZ = Mathf.Abs(hit.transform.eulerAngles.z);
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bool shouldFlip = flipAxis ? mirrorZ % 180 == 0 : mirrorZ % 180 > 0;
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Vector2 offset = GetDrawDirection(!drawOnYAxis, shouldFlip);
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DrawLaser(hit.point + offset, !drawOnYAxis, shouldFlip, laserLine.positionCount);
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} else
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{
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if (hit.collider.tag == "Charge Point") HitChargePoint(hit);
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else UnchargeLastPoint();
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}
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}
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else UnchargeLastPoint();
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}
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RaycastHit2D DrawRaycast(Vector3 startPosition, bool drawOnYAxis, bool flipAxis)
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{
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return Physics2D.Raycast(startPosition, GetDrawDirection(drawOnYAxis, flipAxis));
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}
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Vector2 GetDrawDirection(bool drawOnYAxis, bool flipAxis)
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{
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if (drawOnYAxis && flipAxis) return Vector2.down;
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else if (drawOnYAxis && !flipAxis) return Vector2.up;
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else if (!drawOnYAxis && flipAxis) return Vector2.left;
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return Vector2.right;
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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 UnchargeLastPoint()
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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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