using System.Collections.Generic; using UnityEngine; public class HideWall : MonoBehaviour { [SerializeField] private GameObject target; [SerializeField] private GameObject origin; [SerializeField] private TowerCam towerCamScript; [Range(1f, 10f)] public float hideFadeSpeed; [Range(1f, 10f)] public float showFadeSpeed; public float sphereRadius; [Range(0, 100)] public float sphereRange; public Vector3 sphereOffset; float maxSphereRayDistance; private List prevHitObjects = new List(); void Update() { if (target == null && towerCamScript != null) { target = towerCamScript.newTarget; } 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 hitObjectsThisFrame = new List(); for (int i = 0; i < hits.Length; i++) { //print(hits[i].collider.gameObject.name); if (hits[i].collider != null) { var hitGameObject = hits[i].collider.gameObject; hitObjectsThisFrame.Add(hitGameObject); var wallOpacity = hitGameObject.GetComponent(); if (wallOpacity != null && !prevHitObjects.Contains(hitGameObject)) { wallOpacity.HideWall(hideFadeSpeed); } } } foreach (var prevHitObject in prevHitObjects) { if (prevHitObject == null) break; if (!hitObjectsThisFrame.Contains(prevHitObject)) { var wallOpacity = prevHitObject.GetComponent(); if (wallOpacity != null) { wallOpacity.ShowWall(showFadeSpeed); } } } prevHitObjects = hitObjectsThisFrame; } private void OnDrawGizmos() { Gizmos.color = Color.red; Gizmos.DrawWireSphere(origin.transform.position, sphereRadius); } }