Exemple #1
0
    public override List <BeamHandler> OnBeamCollision(BeamHandler beam, RaycastHit hit)
    {
        Vector3     reflectedDir = Vector3.Reflect(beam.GetDir(), hit.normal);
        var         beams        = new List <BeamHandler>();
        BeamHandler continuation = game.CreateBeam(hit.point + 0.000001f * beam.GetDir(), beam.GetDir());
        BeamHandler reemission   = game.CreateBeam(hit.point, reflectedDir);

        beams.Add(continuation);
        beams.Add(reemission);
        return(beams);
    }
Exemple #2
0
    public override List <BeamHandler> OnBeamCollision(BeamHandler beam, RaycastHit hit)
    {
        Vector3 reflectedDir = Vector3.Reflect(beam.GetDir(), hit.normal);
        var     beams        = new List <BeamHandler>();

        beams.Add(game.CreateBeam(hit.point, reflectedDir));
        return(beams);
    }
Exemple #3
0
    public override List <BeamHandler> OnBeamCollision(BeamHandler beam, RaycastHit hit)
    {
        Vector3 reflectedDir = Vector3.Reflect(beam.GetDir(), hit.normal);
        var     beams        = new List <BeamHandler>();

        // Low-intensity beams are destroyed on contact with a beam-splitter,
        // since both re-emissions are too dim to trigger anything.
        if (beam.intensity > 0)
        {
            BeamHandler continuation = game.CreateBeam(hit.point + 0.000001f * beam.GetDir(), beam.GetDir(), beam);
            BeamHandler reemission   = game.CreateBeam(hit.point, reflectedDir, beam);

            continuation.intensity -= 1;
            reemission.intensity   -= 1;

            beams.Add(continuation);
            beams.Add(reemission);
        }
        return(beams);
    }