private Collider[] Get_Collide()
    {
        Class_Vector cl_Vector = new Class_Vector();

        return
            (Physics.OverlapBox(
                 transform.position,
                 v3_Size / 2f,
                 cl_Vector.Get_Rot_VectorToTransform(0, 0, 0),
                 l_Tarket));
    }
    private void OnDrawGizmos()
    {
        Class_Vector cl_Vector = new Class_Vector();

        if (Physics.OverlapBox(
                transform.position,
                v3_Size / 2f,
                cl_Vector.Get_Rot_VectorToTransform(0, 0, 0),
                l_Tarket).Length > 0)
        {
            Gizmos.color = Color.red;
        }
        else
        {
            Gizmos.color = Color.green;
        }

        Gizmos.DrawWireCube(transform.position, v3_Size);

        Gizmos.color = Color.white;

        //if (t_Next != null)
        //{
        //    Gizmos.DrawLine(
        //        transform.position,
        //        transform.position - new Vector3(transform.position.x - t_Next.transform.position.x, 0f, 0f));

        //    Gizmos.DrawLine(
        //        transform.position - new Vector3(transform.position.x - t_Next.transform.position.x, 0f, 0f),
        //        transform.position - new Vector3(transform.position.x - t_Next.transform.position.x, transform.position.y - t_Next.transform.position.y, 0f));

        //    Gizmos.DrawLine(
        //        transform.position - new Vector3(transform.position.x - t_Next.transform.position.x, transform.position.y - t_Next.transform.position.y, 0f),
        //        transform.position - new Vector3(transform.position.x - t_Next.transform.position.x, transform.position.y - t_Next.transform.position.y, transform.position.z - t_Next.transform.position.z));
        //}

        if (t_Next != null)
        {
            Gizmos.DrawLine(transform.position, t_Next.position);
        }
    }
Example #3
0
    /// <summary>
    /// Set Rotation XZ
    /// </summary>
    /// <param name="f_Rotation"></param>
    public void Set_Rotation_XZ(float f_Rotation)
    {
        Class_Vector cl_Vector = new Class_Vector();

        transform.rotation = cl_Vector.Get_Rot_VectorToTransform(new Vector3(0, f_Rotation, 0));
    }