3DTD/Assets/Scripts/Camera/HideWall.cs

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2024-04-20 01:52:41 +02:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HideWall : MonoBehaviour
{
public float maxRayDistance;
[SerializeField] private GameObject target;
[SerializeField] private GameObject origin;
public Material defaultMaterial; // Material when not hitting "Wall"
public Material hitMaterial; // Material when hitting "Wall"
public GameObject prevObject;
void Update()
{
Vector3 direction = (target.transform.position - origin.transform.position).normalized;
RaycastHit hit;
if (Physics.Raycast(origin.transform.position, direction, out hit, maxRayDistance))
{
if (hit.collider.CompareTag("Wall"))
{
if (prevObject == hit.collider.gameObject)
{
hit.collider.GetComponent<Renderer>().material = hitMaterial;
prevObject = hit.collider.gameObject;
}
else
{
hit.collider.GetComponent<Renderer>().material = defaultMaterial;
}
}
}
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawRay(origin.transform.position, (target.transform.position - origin.transform.position).normalized * maxRayDistance);
}
}