88 lines
2.7 KiB
C#
88 lines
2.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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public class HideWall : MonoBehaviour
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{
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public static HideWall instance;
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[SerializeField] private GameObject originalTarget;
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public GameObject target;
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[SerializeField] private GameObject origin;
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[Range(1f, 10f)] public float hideFadeSpeed;
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[Range(1f, 10f)] public float showFadeSpeed;
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public float sphereRadius;
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float maxSphereRayDistance;
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private List<GameObject> prevHitObjects = new List<GameObject>();
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private void Start()
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{
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if (instance == null)
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instance = this;
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}
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void Update()
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{
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if (target == null)
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target = originalTarget;
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maxSphereRayDistance = Vector3.Distance(origin.transform.position, target.transform.position) - (sphereRadius);
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Vector3 direction = (target.transform.position - origin.transform.position).normalized;
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RaycastHit[] hits = Physics.SphereCastAll(origin.transform.position, sphereRadius, direction, maxSphereRayDistance);
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List<GameObject> hitObjectsThisFrame = new List<GameObject>();
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for (int i = 0; i < hits.Length; i++)
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{
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//print(hits[i].collider.gameObject.name);
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if (hits[i].collider != null)
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{
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var hitGameObject = hits[i].collider.gameObject;
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hitObjectsThisFrame.Add(hitGameObject);
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var wallOpacity = hitGameObject.GetComponent<WallOpacity>();
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if (wallOpacity != null && !prevHitObjects.Contains(hitGameObject))
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{
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wallOpacity.HideWall(hideFadeSpeed);
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}
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}
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}
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foreach (var prevHitObject in prevHitObjects)
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{
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if (prevHitObject == null) break;
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if (!hitObjectsThisFrame.Contains(prevHitObject))
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{
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var wallOpacity = prevHitObject.GetComponent<WallOpacity>();
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if (wallOpacity != null)
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{
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wallOpacity.ShowWall(showFadeSpeed);
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}
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}
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}
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prevHitObjects = hitObjectsThisFrame;
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}
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private void OnDrawGizmos()
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{
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Gizmos.color = Color.red;
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Gizmos.DrawWireSphere(origin.transform.position, sphereRadius);
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if(target != null && origin != null)
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maxSphereRayDistance = Vector3.Distance(origin.transform.position, target.transform.position) - (sphereRadius);
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if(origin != null && target != null)
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{
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Vector3 direction = (target.transform.position - origin.transform.position).normalized;
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Gizmos.DrawRay(origin.transform.position, direction * maxSphereRayDistance);
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}
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}
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}
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