public TeleportationTarget(Transform target, MeshRenderer meshRenderer, IRaycast raycast, bool enabled) { _target = target; _meshRenderer = meshRenderer; Raycast = raycast; Enabled = enabled; }
//Main public void OnAwake() { Debug.Log("Here"); _raycastTo2D = EZInject.Class.NoParams <I2DRaycast>(); _raycastTo3D = EZInject.Class.NoParams <I3DRaycast>(); _moveVirtualCursor = EZInject.Class.NoParams <IMoveVirtualCursor>(); _interactWithUi = EZInject.Class.NoParams <IInteractWithUi>(); UseEZServiceLocator(); }
public void BeforeEveryTest() { _raycast = new TestableRaycast(true); _teleportPosition = Vector3.back; _transformToTeleport = new GameObject().transform; _originPosition = Vector3.back; _transformToTeleport.position = _originPosition; var bufferGameObject = new GameObject(); _transform = bufferGameObject.transform; _teleportPosition = _transform.position; _meshRenderer = bufferGameObject.AddComponent <MeshRenderer>(); _teleportationTarget = new TeleportationTarget(_transform, _meshRenderer, _raycast, false); }
/// <summary> /// Do a raycast against all Renderers /// </summary> /// <param name="ray">The ray to use for the raycast</param> /// <param name="hit">Hit information</param> /// <param name="go">The gameobject which was hit, if any</param> /// <param name="maxDistance">The maximum distance of the raycast</param> /// <param name="ignoreList">(optional) A list of Renderers to ignore</param> /// <returns></returns> public static bool Raycast(this IRaycast obj, Ray ray, out RaycastHit hit, out GameObject go, float maxDistance = Mathf.Infinity, List <GameObject> ignoreList = null) { return(raycast(ray, out hit, out go, maxDistance, ignoreList)); }