private void Update()
    {
        var          mouse     = Camera.main.ScreenToWorldPoint(Input.mousePosition);
        var          direction = (mouse - this.transform.position).normalized;
        var          distance  = (mouse - this.transform.position).magnitude;
        RaycastHit2D hit       = Physics2D.CircleCast(this.transform.position, CastRadius, direction, distance, HitMask);

        if (hit == null || !hit)
        {
            beamToPoint.SetTargetPosition(Screen.width);
        }
        else
        {
            beamToPoint.SetTargetPosition(Vector2.Distance(hit.point, this.transform.position));

            if (!collided)
            {
                collided = true;

                var go = hit.transform.gameObject;

                if (go.tag.Equals(EnemyTag))
                {
                    go.GetComponent <DamageObject>().InflictDamage(Damage);
                }

                StartCoroutine(DoImpact(hit.point));
            }
        }
    }
Esempio n. 2
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    private void Update()
    {
        var direction = GetBeamDirection();

        var          distance = Screen.width - this.transform.position.x;
        RaycastHit2D hit      = Physics2D.CircleCast(this.transform.position, CastRadius, direction, distance, HitMask);

        if (hit == null || !hit)
        {
            beamToPoint.SetTargetPosition(Screen.width);
        }
        else
        {
            beamToPoint.SetTargetPosition(Vector2.Distance(hit.point, this.transform.position));

            if (!collided)
            {
                collided = true;

                var go = hit.transform.gameObject;

                if (go.tag.Equals(HitTag))
                {
                    var goco = go.GetComponent <DamageObject>();

                    if (goco != null)
                    {
                        goco.InflictDamage(Damage);
                    }
                }

                StartCoroutine(DoImpact(hit.point));
            }
        }
    }