49 lines
1.7 KiB
C#
49 lines
1.7 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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float maxDistance = 1000.0f;
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bool isHorizontal;
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LineRenderer laserLine;
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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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laserLine.SetPosition(0, transform.position);
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if (isHorizontal)
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{
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float endpointY = flipDirection ? transform.position.y - maxDistance : transform.position.y + maxDistance;
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RaycastHit2D hit = Physics2D.Raycast(transform.position, flipDirection ? Vector2.down : Vector2.up);
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if (hit.collider) endpointY = hit.collider.transform.position.y;
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laserLine.SetPosition(1, new Vector3(transform.position.x, endpointY, 0));
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} else
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{
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float endpointX = flipDirection ? transform.position.x - maxDistance : transform.position.x + maxDistance;
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RaycastHit2D hit = Physics2D.Raycast(transform.position, flipDirection ? Vector2.left : Vector2.right);
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if (hit.collider) endpointX = hit.collider.transform.position.x;
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laserLine.SetPosition(1, new Vector3(endpointX, transform.position.y, 0));
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}
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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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