Exemple #1
0
    void ViewObstructed()
    {
        RaycastHit hit;

        if (Physics.Raycast(transform.position, target.position - transform.position, out hit, 4.5f))
        {
            if (hit.collider.gameObject.tag != "Player")
            {
                if (obstruction)
                {
                    if (obstruction != hit.transform)
                    {
                        obstruction         = hit.transform;
                        obstructionMaterial = obstruction.gameObject.GetComponent <MeshRenderer>().sharedMaterial;
                        //Obstruction.gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
                        print(obstructionMaterial.name + " " + obstructionMaterial.color);

                        Utillities.ChangeRenderMode(obstruction.gameObject.GetComponent <MeshRenderer>().material, Utillities.BlendMode.Transparent);
                        Color transparent = new Color(0, 0, 0, 0);
                        obstruction.gameObject.GetComponent <MeshRenderer>().material.SetColor("_Color", transparent);

                        if (Vector3.Distance(obstruction.position, transform.position) >= 3f && Vector3.Distance(transform.position, target.position) >= 1.5f)
                        {
                            transform.Translate(Vector3.forward * zoomSpeed * Time.deltaTime);
                        }
                    }
                }
            }
            else
            {
                if (obstruction.gameObject.GetComponent <MeshRenderer>())
                {
                    //Obstruction.gameObject.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
                    obstruction.gameObject.GetComponent <MeshRenderer>().material = obstructionMaterial;
                    if (Vector3.Distance(transform.position, target.position) < 4.5f)
                    {
                        transform.Translate(Vector3.back * zoomSpeed * Time.deltaTime);
                    }
                    obstruction = target;
                }
            }
        }
    }