Example #1
0
    //deactivate this lazer as well as a potential lazer that it activating
    public void DeActivateLazer()
    {
        m_Charged = false;
        m_LazerSystem.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);

        GameObject baseCube = transform.GetChild(0).gameObject;

        baseCube.GetComponent <MeshRenderer>().material.color = Color.grey;

        // if lazer is activating another lazer then turn that lazer off
        if (m_ActivatedLazerConduit != null)
        {
            m_ActivatedLazerConduit.DeActivateLazer();
            m_ActivatedLazerConduit = null;
        }
    }
Example #2
0
    private void RaycastLazer()
    {
        RaycastHit hit;

        if (Physics.Raycast(transform.position, transform.forward, out hit))
        {
            //if ray hits a conduit
            if (hit.collider.gameObject.layer == LayerMask.NameToLayer("Lazer"))
            {
                LazerConduit conduit = hit.collider.gameObject.GetComponent <LazerConduit>();

                if (conduit == null)
                {
                    return;
                }

                //if true then successful activation and we can set activated conduit
                if (conduit.TryActivateLazer())
                {
                    m_ActivatedLazerConduit = conduit;
                }
            }

            //if ray is hitting the goal
            else if (hit.collider.gameObject.tag == "Goal")
            {
                hit.collider.gameObject.GetComponent <Goal>().MadeItGoal();
            }

            //if you are not hitting a conduit
            else
            {
                if (m_ActivatedLazerConduit != null)
                {
                    m_ActivatedLazerConduit.DeActivateLazer();
                }
            }
        }
        //if connection between conduits breaks
        else
        {
            if (m_ActivatedLazerConduit != null)
            {
                m_ActivatedLazerConduit.DeActivateLazer();
            }
        }
    }