gameScene stuff not done
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m_RemovedGameObjects: []
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m_AddedComponents: []
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m_SourcePrefab: {fileID: 100100000, guid: 0c13e24f92c86f84a85c76e0bca22830, type: 3}
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--- !u!4 &2098922851 stripped
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m_CorrespondingSourceObject: {fileID: 2739991145043243501, guid: 0c13e24f92c86f84a85c76e0bca22830,
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m_PrefabAsset: {fileID: 0}
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
|
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m_ObjectHideFlags: 0
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|
|
|
@ -10,19 +10,17 @@ public class HideWall : MonoBehaviour
|
|||
[Range(1f, 10f)] public float showFadeSpeed;
|
||||
|
||||
public float sphereRadius;
|
||||
public Vector3 maxSphereRayDistanceOffset;
|
||||
[Range(0, 10)] public float sphereRange;
|
||||
public Vector3 sphereOffset;
|
||||
|
||||
float maxSphereRayDistance;
|
||||
private List<GameObject> prevHitObjects = new List<GameObject>();
|
||||
|
||||
private void Start()
|
||||
{
|
||||
maxSphereRayDistance = Vector3.Distance(origin.transform.position, target.transform.position) - (sphereRadius * 2 + 1);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
Vector3 direction = ((target.transform.position + maxSphereRayDistanceOffset) - origin.transform.position).normalized;
|
||||
maxSphereRayDistance = Vector3.Distance(origin.transform.position, target.transform.position) - (sphereRadius * 2) + sphereRange;
|
||||
|
||||
Vector3 direction = ((target.transform.position + sphereOffset) - origin.transform.position).normalized;
|
||||
RaycastHit[] hits = Physics.SphereCastAll(origin.transform.position, sphereRadius, direction, maxSphereRayDistance);
|
||||
|
||||
List<GameObject> hitObjectsThisFrame = new List<GameObject>();
|
||||
|
@ -30,7 +28,7 @@ public class HideWall : MonoBehaviour
|
|||
|
||||
for (int i = 0; i < hits.Length; i++)
|
||||
{
|
||||
//print(hits[i].collider.gameObject.name);
|
||||
//print(hits[i].collider.gameObject.name);
|
||||
if (hits[i].collider != null)
|
||||
{
|
||||
var hitGameObject = hits[i].collider.gameObject;
|
||||
|
|
|
@ -41,13 +41,11 @@ public class WallOpacity : MonoBehaviour
|
|||
{
|
||||
isShowing = true;
|
||||
showFadeSpeed = speed;
|
||||
print("showing wall");
|
||||
}
|
||||
|
||||
public void HideWall(float speed)
|
||||
{
|
||||
isShowing = false;
|
||||
hideFadeSpeed = speed;
|
||||
print("hdiding wall");
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue