/// <inheritdoc /> public override void CastPoints() { if (!isActiveAndEnabled) { return; } Ray ray = new Ray(transform.position, transform.forward); RaycastHit hitData; bool hasCollided = PhysicsCast.Raycast(physicsCast, ray, out hitData, maximumLength, Physics.IgnoreRaycastLayer); TargetHit = (hasCollided ? hitData : (RaycastHit?)null); points[0] = transform.position; points[1] = (hasCollided ? hitData.point : transform.position + transform.forward * maximumLength); ResultsChanged?.Invoke(eventData.Set(TargetHit, Points)); }
/// <summary> /// Checks for collisions along the parabolic line segments and generates the final points. /// </summary> /// <param name="forward">The forward direction to use for the checks.</param> /// <param name="down">The downwards direction to use for the checks.</param> protected virtual void GeneratePointsIncludingSegments(Vector3 forward, Vector3 down) { GeneratePoints(forward, down); collisionCheckFrequency = Mathf.Clamp(collisionCheckFrequency, 0, segmentCount); int step = segmentCount / (collisionCheckFrequency > 0 ? collisionCheckFrequency : 1); for (int index = 0; index < segmentCount - step; index += step) { Vector3 currentPoint = points[index]; Vector3 nextPoint = index + step < points.Count ? points[index + step] : points[points.Count - 1]; Vector3 nextPointDirection = (nextPoint - currentPoint).normalized; float nextPointDistance = Vector3.Distance(currentPoint, nextPoint); Ray pointsRay = new Ray(currentPoint, nextPointDirection); RaycastHit pointsHitData; if (!PhysicsCast.Raycast(physicsCast, pointsRay, out pointsHitData, nextPointDistance, Physics.IgnoreRaycastLayer)) { continue; } Vector3 collisionPoint = pointsRay.GetPoint(pointsHitData.distance); Ray downwardRay = new Ray(collisionPoint + Vector3.up * 0.01f, Vector3.down); RaycastHit downwardHitData; if (!PhysicsCast.Raycast(physicsCast, downwardRay, out downwardHitData, float.PositiveInfinity, Physics.IgnoreRaycastLayer)) { continue; } TargetHit = downwardHitData; Vector3 newDownPosition = downwardRay.GetPoint(downwardHitData.distance); Vector3 newJointPosition = newDownPosition.y < forward.y ? new Vector3(newDownPosition.x, forward.y, newDownPosition.z) : forward; GeneratePoints(newJointPosition, newDownPosition); break; } ResultsChanged?.Invoke(eventData.Set(TargetHit, Points)); }
/// <inheritdoc /> protected override void DoCastPoints() { GeneratePoints(); ResultsChanged?.Invoke(eventData.Set(TargetHit, Points)); }