private void Update()
    {
        // Create a ray from the screen point where the mouse is to the scene.
        Ray ray = cam.ScreenPointToRay(Input.mousePosition);

        // Check if the left mouse button is held down.
        if (!Input.GetMouseButton(0))
        {
            Debug.DrawLine(ray.origin, ray.origin + ray.direction * distance);
            return;
        }

        // Check if the ray hit a gameobject with the mesh deformer component.
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, distance))
        {
            MeshDeformer deformer = hit.collider.GetComponent <MeshDeformer>();
            if (deformer)
            {
                Debug.DrawLine(ray.origin, ray.origin + ray.direction * distance, Color.green);
                deformer.Deform(hit.point, radius, force);
            }
        }
        else
        {
            Debug.DrawLine(ray.origin, ray.origin + ray.direction * distance);
        }
    }
Esempio n. 2
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 public void OnCollisionStay(Collision collision)
 {
     if (collision.transform.gameObject.tag == "DeformableMesh")
     {
         MeshDeformer   meshDeformer  = collision.transform.GetComponent <MeshDeformer> ();
         ContactPoint[] contactPoints = new ContactPoint[collision.contactCount];
         collision.GetContacts(contactPoints);
         foreach (ContactPoint contactPoint in contactPoints)
         {
             meshDeformer.Deform(contactPoint.point, 0.5f, 0.05f, -0.5f, -0.05f, Vector3.up);
         }
     }
 }
Esempio n. 3
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 public void OnCollisionStay(Collision other)
 {
     if (other.transform.gameObject.tag == "canDeform")
     {
         MeshDeformer   meshDeformer  = other.transform.GetComponent <MeshDeformer> ();
         ContactPoint[] contactPoints = new ContactPoint[other.contactCount];
         other.GetContacts(contactPoints);
         foreach (ContactPoint contactPoint in contactPoints)
         {
             meshDeformer.Deform(contactPoint.point, 0.1f, 0.05f, -0.1f, -0.05f, Vector3.up);
         }
     }
     Destroy(gameObject, 1);
 }
    void Update()
    {
        if (Input.GetMouseButton(0))
        {
            Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit, 100))             //TODO what if the collider does not exactly fit the mesh?
            {
                MeshDeformer deformer = hit.transform.GetComponent <MeshDeformer>();
                if (deformer != null)
                {
                    deformer.Deform(hit, force);
                }
            }
        }
    }
    void Fire()
    {
        Vector3 targetPos = new Vector3();

        // Cast a ray out into the scene in the direction of the mouse
        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hit;

        // We only want our ray to collide with layer 9
        int layerMask = 1 << 9;

        if (Physics.Raycast(ray, out hit, layerMask))
        {
            targetPos = (hit.point);
        }

        GetComponent <FireController>().Fire(targetPos);

        // Add a deformation force to our mesh
        _surfaceMesh.Deform(transform.position, 200.0f);
    }
Esempio n. 6
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    public override void TakeDamage(float damage, RaycastHit hit = default(RaycastHit))
    {
        //deform
        float deformerForce = damage * damageToForceMultiplier;

        deformerForce = Mathf.Clamp(deformerForce, 0f, maxDeformForce);

        deformer.deformMethod = MeshDeformer.DeformMethod.InstantOnce;
        deformer.Deform(hit, deformerForce);

        //normal take damage
        if (getShootSound != null && audioSource != null)
        {
            audioSource.PlayOneShot(getShootSound);
        }

        currentHP -= damage;
        currentHP  = Mathf.Clamp(currentHP, 0f, maxHP);
        hpBar.UpdateHP(damage);
        if (currentHP <= 0f)
        {
            Die();
        }
    }