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

54 lines
1.9 KiB
C#

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 != null)
if (prevObject == hit.collider.gameObject)
{
var renderer = hit.collider.GetComponent<Renderer>();
var originalMat = renderer.material;
var originalColor = originalMat.color;
originalMat.color = new Color(originalColor.r, originalColor.g, originalColor.b, originalColor.a *0f);
renderer.material = originalMat;
}
else
{
var renderer = prevObject.GetComponent<Collider>().GetComponent<Renderer>();
var originalMat = renderer.material;
var originalColor = originalMat.color;
originalMat.color = new Color(originalColor.r, originalColor.g, originalColor.b, originalColor.a + 1f);
renderer.material = originalMat;
}
prevObject = hit.collider.gameObject;
}
}
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
Gizmos.DrawRay(origin.transform.position, (target.transform.position - origin.transform.position).normalized * maxRayDistance);
}
}