예제 #1
0
    // Update is called once per frame
    void Update()
    {
        playerPos = player.transform.position;

        Vector3 origin    = playerPos;
        Vector3 direction = transform.TransformDirection(Vector3.back);

        //new code
        RaycastHit[] hits;

        hits = Physics.SphereCastAll(origin, raySphereThickness, direction, wallMask.value);
        foreach (RaycastHit hit in hits)
        {
            if (hit.collider.tag == ("Wall"))
            {
                MeshRenderer R = hit.collider.GetComponent <MeshRenderer>();
                if (R == null)
                {
                    continue; // no renderer attached? go to next hit
                }
                AutoTransparent AT = R.GetComponent <AutoTransparent>();
                if (AT == null) // if no script is attached, attach one
                {
                    AT = R.gameObject.AddComponent <AutoTransparent>();
                }
                AT.BeTransparent(m_TransMat); // get called every frame to reset the falloff}
            }
        }
    }
    private void Update()
    {
        RaycastHit[] hits;     //Store array of objects hit by raycast

        //If object is hit by ray within given player distance
        hits = Physics.RaycastAll(transform.position, transform.forward, DistanceToPlayer);
        foreach (RaycastHit hit in hits)
        {
            //Get render
            Renderer R = hit.collider.GetComponent <Renderer>();
            if (R == null)
            {
                continue;
            }
            // no renderer attached? go to next hit
            AutoTransparent AT = R.GetComponent <AutoTransparent>();
            if (AT == null)     // if no script is attached to object, attach one
            {
                AT = R.gameObject.AddComponent <AutoTransparent>();
                AT.TransparentMaterial = TransparentMaterial;
                AT.FadeInTimeout       = FadeInTimeout;
                AT.FadeOutTimeout      = FadeOutTimeout;
                AT.TargetTransparency  = TargetTransparency;
            }
            AT.BeTransparent();     // get called every frame to reset the falloff after object leaves range
        }
    }
예제 #3
0
 // Update is called once per frame
 void Update()
 {
     //transform.position = new Vector3(Player.transform.position.x + xOffset, Player.transform.position.y + yOffset, Player.transform.position.z + zOffset);
     //RaycastHit[] hits;
     // you can also use CapsuleCastAll()
     // TODO: setup your layermask it improve performance and filter your hits.
     if (Physics.Raycast(transform.position, transform.forward, out hit, 4f))
     {
         //Debug.Log ("Camera's Raycast hit " + hit.collider);
         if (hit.collider != Player.gameObject.collider)
         {
             //Debug.Log ("Camera's Raycast hit something that's not a player!");
             Renderer R = hit.collider.renderer;
             // if (R == null)
             //    continue; // no renderer attached? go to next hit
             // TODO: maybe implement here a check for GOs that should not be affected like the player
             if (R != null)
             {
                 AutoTransparent AT = R.GetComponent <AutoTransparent>();
                 if (AT == null) // if no script is attached, attach one
                 {
                     AT = R.gameObject.AddComponent <AutoTransparent>();
                 }
                 AT.BeTransparent(); // get called every frame to reset the falloff
             }
         }
     }
 }
예제 #4
0
    void TransparentWalls()
    {
        RaycastHit[] hits;
        // you can also use CapsuleCastAll()
        // TODO: setup your layermask it improve performance and filter your hits.
        hits = Physics.RaycastAll(transform.position, (this.transform.rotation * Vector3.forward) + (target.transform.position - this.transform.position));
        foreach (RaycastHit hit in hits)
        {
            if (hit.transform.tag != Tags.Wall)
            {
                continue;
            }
            var renderers = hit.collider.GetComponentsInChildren <Renderer>();
            if (renderers == null || renderers.Length == 0)
            {
                continue; // no renderer attached? go to next hit
            }
            // TODO: maybe implement here a check for GOs that should not be affected like the player

            var room = hit.transform.GetComponentInParent <Room>();
            if (room != null && room.IsLit == true)
            {
                foreach (var R in renderers)
                {
                    AutoTransparent AT = R.GetComponent <AutoTransparent>();
                    if (AT == null) // if no script is attached, attach one
                    {
                        AT = R.gameObject.AddComponent <AutoTransparent>();
                    }
                    AT.BeTransparent(); // get called every frame to reset the falloff
                }
            }
        }
    }
예제 #5
0
    void Update()
    {
        // you can also use CapsuleCastAll()
        // TODO: setup your layermask it improve performance and filter your hits.
        playerOffset = new Vector3(-0.1247f, 0.1f, -0.1247f); //The location to point to
        origin       = this.transform.position;
        dir          = rayCastObj.transform.position - origin;
        Debug.DrawRay(this.transform.position + playerOffset, dir, Color.blue, 0.01f, false);

        RaycastHit[] hits;
        hits = Physics.RaycastAll(this.transform.position + playerOffset, dir, DistanceToPlayer);
        foreach (RaycastHit hit in hits)
        {
            Renderer R = hit.collider.GetComponent <Renderer>();
            if (R == null)
            {
                continue; // no renderer attached? go to next hit
            }
            // TODO: maybe implement here a check for GOs that should not be affected like the player

            AutoTransparent AT = R.GetComponent <AutoTransparent>();
            if (AT == null) // if no script is attached, attach one
            {
                AT = R.gameObject.AddComponent <AutoTransparent>();
            }
            AT.BeTransparent(); // get called every frame to reset the falloff
        }
    }
예제 #6
0
    void Update()
    {
        RaycastHit[] hits; // you can also use CapsuleCastAll()
        // TODO: setup your layermask it improve performance and filter your hits.
        Vector3 direction = Vector3.Normalize(player.transform.position - transform.position);

        //hits = Physics.RaycastAll(transform.position, direction, distanceToPlayer);
        hits = Physics.CapsuleCastAll(transform.position, transform.position, transparencyRadius, direction, distanceToPlayer - transparencyRadius, layerToFade);

        foreach (RaycastHit hit in hits)
        {
            Renderer R = hit.collider.GetComponent <Renderer>();
            if (R == null)
            {
                continue;
            }
            // no renderer attached? go to next hit
            // TODO: maybe implement here a check for GOs that should not be affected like the player
            AutoTransparent AT = R.GetComponent <AutoTransparent>();

            if (AT == null) // if no script is attached, attach one
            {
                AT = R.gameObject.AddComponent <AutoTransparent>();
                AT.TransparentMaterial = transparentMaterial;
                AT.FadeInTimeout       = fadeInTimeout;
                AT.FadeOutTimeout      = fadeOutTimeout;
                AT.TargetTransparency  = targetTransparency;
            }
            AT.BeTransparent(); // get called every frame to reset the falloff
        }
    }
예제 #7
0
파일: ClearSight.cs 프로젝트: PeisPF/tbts
    //public float DistanceToPlayer = 5.0f;
    void Update()
    {
        if (TurnManager.GetCurrentPlayer() != null)
        {
            Transform target = TurnManager.GetCurrentPlayer().transform;
            actualHits.AddRange(RaycastTo(target));
            if (tilesToClear != null)
            {
                foreach (TileBFSScript tile in tilesToClear)
                {
                    actualHits.AddRange(RaycastTo(tile.transform));
                }
            }


            foreach (RaycastHit hit in actualHits)
            {
                Renderer R = hit.collider.GetComponent <Renderer>();
                if (R == null)
                {
                    continue;
                }
                AutoTransparent AT = R.GetComponent <AutoTransparent>();
                if (AT == null) // if no script is attached, attach one
                {
                    AT = R.gameObject.AddComponent <AutoTransparent>();
                }
                AT.BeTransparent();
            }
            actualHits.Clear();
        }
    }
예제 #8
0
    private void Update()
    {
        RaycastHit[] hits; // you can also use CapsuleCastAll()
                           // TODO: setup your layermask it improve performance and filter your hits.
        float hover = 0f;

        switch (gameManager.playerLocation)
        {
        case locationType.Space:
            DistanceToPlayer = spaceHeight;
            hover            = gameManager.hoverHeight;
            break;

        case locationType.Air:
            DistanceToPlayer = airHeight;
            hover            = gameManager.airHoverHeight;
            break;

        case locationType.Building:
            DistanceToPlayer = buildingHeight;
            hover            = gameManager.airHoverHeight;
            break;

        default:
            hover            = 3.5f;
            DistanceToPlayer = groundHeight;    //gameManager.mainOffset;
            break;
        }


        hits = Physics.RaycastAll(transform.position, transform.forward, DistanceToPlayer - hover);
        foreach (RaycastHit hit in hits)
        {
            Renderer R = hit.collider.GetComponent <Renderer>();
            //Debug.Log(hit.collider.gameObject.name);
            if (R == null)
            {
                continue;
            }
            // no renderer attached? go to next hit
            // TODO: maybe implement here a check for GOs that should not be affected like the player
            AutoTransparent AT = R.GetComponent <AutoTransparent>();
            if (AT == null) // if no script is attached, attach one
            {
                AT = R.gameObject.AddComponent <AutoTransparent>();
                AT.TransparentMaterial = TransparentMaterial;
                AT.FadeInTimeout       = FadeInTimeout;
                AT.FadeOutTimeout      = FadeOutTimeout;
                AT.TargetTransparency  = TargetTransparency;
            }
            AT.BeTransparent(); // get called every frame to reset the falloff
        }
    }
    // Override: MonoBehaviour::Update()
    void Update()
    {
        // Local variables
        RaycastHit[]    hits      = null;
        Renderer[]      renderers = null;
        AutoTransparent autoTrans = null;
        int             layerMask = 0;

        // Check flag
        if (m_isValid == false)
        {
            return;
        }

        // Create ignore layer
        layerMask = (1 << Layer.getLayerIDByName(Layer.LAYER_ENVIROMENT));

        // Cast capsule
        hits = Physics.SphereCastAll(this.transform.position - this.transform.forward * m_transparenceRadius * 2, m_transparenceRadius, this.transform.forward, m_testDistance * m_transparenceRadius * 2, layerMask);
        if (hits == null || hits.Length == 0)
        {
            return;
        }

        // Loop through all hits
        foreach (RaycastHit hit in hits)
        {
            // Try to get the renderer instance
            renderers = hit.collider.GetComponentsInChildren <Renderer>();
            if (renderers == null || renderers.Length == 0)
            {
                continue;
            }
            foreach (Renderer renderer in renderers)
            {
                // Check
                if (renderer == null)
                {
                    continue;
                }

                // Get component
                autoTrans = renderer.GetComponent <AutoTransparent>();
                if (autoTrans == null)
                {
                    autoTrans = renderer.gameObject.AddComponent <AutoTransparent>();
                }
                autoTrans.makeTransparent();
            }
        }
    }
예제 #10
0
    void Update()
    {
        RaycastHit[] hits;

        hits = Physics.RaycastAll(transform.position, transform.forward, Vector3.Distance(this.transform.position, target.position));

        foreach (RaycastHit hit in hits)
        {
            Debug.DrawLine(this.transform.position, hit.collider.gameObject.transform.position, Color.magenta);

            if (hit.collider.gameObject.tag == "LookTrought")
            {
                Renderer        R  = hit.collider.GetComponent <Renderer>();
                AutoTransparent AT = R.GetComponent("AutoTransparent") as AutoTransparent;
                AT.BeTransparent();
            }
        }
    }
예제 #11
0
 void Update()
 {
     RaycastHit[] hits;
     // Raycast, but filter the layers based on the mask
     hits = Physics.RaycastAll(transform.position, transform.forward, comboCamera.getDistanceToPlayer(), mask);
     foreach (RaycastHit hit in hits)
     {
         Renderer R = hit.collider.renderer;
         if (R == null)
         {
             continue;                 // no renderer attached? go to next hit
         }
         AutoTransparent AT = R.GetComponent <AutoTransparent>();
         if (AT == null)             // if no script is attached, attach one
         {
             AT = R.gameObject.AddComponent <AutoTransparent>();
         }
         AT.BeTransparent();             // get called every frame to reset the falloff
     }
 }
예제 #12
0
 // Update is called once per frame
 void Update()
 {
     RaycastHit[] hits;
     Debug.DrawRay(transform.position, transform.forward, Color.green, 20);
     hits = Physics.RaycastAll(transform.position, transform.forward, getDirectionFromCameraToPlayer()._distance);
     Debug.Log(hits.Length.ToString());
     foreach (RaycastHit hit in hits)
     {
         Renderer R = hit.collider.GetComponent <Renderer>();
         if (R == null)
         {
             continue;
         }
         AutoTransparent AT = R.GetComponent <AutoTransparent>();
         if (AT == null)
         {
             continue;
         }
         AT.BeTransparent();
     }
 }
예제 #13
0
    void Update()
    {
        RaycastHit[] hits;
        Collider[]   colliders = Physics.OverlapSphere(transform.position, DistanceToPlayer);

        foreach (Collider collider in colliders)
        {
            Renderer R = collider.GetComponent <Renderer>();

            if (R == null)
            {
                continue; // no renderer attached? go to next hit
            }

            AutoTransparent AT = R.GetComponent <AutoTransparent>();
            if (AT != null)         // if no script is attached, attach one
            {
                AT.BeTransparent(); // get called every frame to reset the falloff
            }
        }
    }
예제 #14
0
    void Update()
    {
        RaycastHit[] hits;

        hits = Physics.RaycastAll(transform.position, transform.forward, distanceToClear);

        foreach (RaycastHit hit in hits)
        {
            Renderer R = hit.collider.renderer;
            if (R == null)
            {
                continue; // no renderer attached? go to next hit
            }
            AutoTransparent AT = R.GetComponent <AutoTransparent>();
            if (AT == null) // if no script is attached, attach one
            {
                AT = R.gameObject.AddComponent <AutoTransparent>();
            }
            AT.BeTransparent(); // get called every frame to reset the falloff
        }
    }
예제 #15
0
    // Update is called once per frame
    void Update()
    {
        RaycastHit[] hits;

        hits = Physics.RaycastAll(transform.position, transform.forward, DistanceToPlayer);

        foreach (RaycastHit hit in hits)
        {
            Renderer R = hit.collider.GetComponent <Renderer>();
            if (R == null)
            {
                continue;
            }
            if (R.gameObject.tag == "pickable")
            {
                continue;
            }
            if (hit.collider.gameObject.tag != "Player" && hit.collider.gameObject.tag != "Field")
            {
                AutoTransparent AT = R.GetComponent <AutoTransparent>();
                if (AT == null)
                {
                    AT = R.gameObject.AddComponent <AutoTransparent>();
                }

                if (R.gameObject.tag == "Tree")
                {
                    AT.m_oldMaterial = standardTree;
                    AT.m_newMaterial = transparentTree;
                }
                else if (R.gameObject.tag == "Bush")
                {
                    AT.m_oldMaterial = standardBush;
                    AT.m_newMaterial = transparentBush;
                }

                AT.BeTransparent();
            }
        }
    }
예제 #16
0
    void CheckIfViewBlocked()
    {
        Vector3    screenCenter = new Vector3(0.5f, 0.5f, 0f);
        Ray        _ray         = Camera.main.ViewportPointToRay(screenCenter);
        RaycastHit _rayHit      = new RaycastHit();

        LayerMask layerMask = 1 << LayerMask.NameToLayer("PlayerSearchLayer") | 1 << LayerMask.NameToLayer("ZombieSearchLayer") | 1 << LayerMask.NameToLayer("TriggerLayer");

        if (Physics.Raycast(_ray, out _rayHit, _distanceToPlayer, ~layerMask) && _rayHit.transform != Player.Instance.transform)
        {
            Renderer R = _rayHit.collider.renderer;
            // TODO: maybe implement here a check for GOs that should not be affected like the player


            AutoTransparent AT = R.GetComponent <AutoTransparent>();
            if (AT == null)     // if no script is attached, attach one
            {
                AT = R.gameObject.AddComponent <AutoTransparent>();
            }
            AT.BeTransparent();     // get called every frame to reset the falloff
        }
    }
예제 #17
0
    void Update()
    {
        RaycastHit[] hits;
        // you can also use CapsuleCastAll()
        // TODO: setup your layermask it improve performance and filter your hits.
        hits = Physics.RaycastAll(transform.position, transform.forward, DistanceToPlayer);
        foreach (RaycastHit hit in hits)
        {
            Renderer R = hit.collider.GetComponent <Renderer>();
            if (R == null)
            {
                continue; // no renderer attached? go to next hit
            }
            // TODO: maybe implement here a check for GOs that should not be affected like the player

            AutoTransparent AT = R.GetComponent <AutoTransparent>();
            if (AT == null) // if no script is attached, attach one
            {
                AT = R.gameObject.AddComponent <AutoTransparent>();
            }
            AT.BeTransparent(); // get called every frame to reset the falloff
        }
    }
예제 #18
0
    private void Update()
    {
        RaycastHit[] hits; // you can also use CapsuleCastAll()
                           // TODO: setup your layermask it improve performance and filter your hits.

        Vector3 direction = (m_Player.GetComponent <Transform>().position + new Vector3(0, 1f, 0)) - transform.position;


        hits = Physics.RaycastAll(transform.position, direction.normalized, direction.magnitude);
        Debug.DrawLine(transform.position, m_Player.GetComponent <Transform>().position);

        foreach (RaycastHit hit in hits)
        {
            if (hit.collider.CompareTag("Obstacle"))
            {
                Renderer[] R = hit.collider.GetComponentsInChildren <Renderer>();
                if (R == null)
                {
                    continue;
                }
                // no renderer attached? go to next hit
                // TODO: maybe implement here a check for GOs that should not be affected like the player
                foreach (Renderer r in R)
                {
                    //Debug.Log(r.gameObject.name);
                    // r.material = TransparentMaterial;

                    AutoTransparent AT = r.GetComponent <AutoTransparent>();
                    if (AT == null) // if no script is attached, attach one
                    {
                        AT = r.gameObject.AddComponent <AutoTransparent>();
                    }
                    AT.BeTransparent(); // get called every frame to reset the falloff
                }
            }
        }
    }
예제 #19
0
    void setAutoTransparentOnObject(GameObject alphaObject)
    {
        if (alphaObject.GetComponent <InvisibleToVisible>())
        {
            return;
        }
        if (alphaObject.GetComponent <InvisibleToVisible2>())
        {
            return;
        }
        if (alphaObject.GetComponent <VisibleToInvisible>())
        {
            return;
        }

        AutoTransparent AT = alphaObject.GetComponent <AutoTransparent>();


        if (AT == null) // if no script is attached, attach one
        {
            AT = alphaObject.gameObject.AddComponent <AutoTransparent>();
        }
        AT.BeTransparent(); // get called every frame to reset the falloff
    }
예제 #20
0
    void Update()
    {
        if (GlobalScript.Instance.MenuInputHandler.MenuEnabled)
        {
            return;
        }
        target.Theta  += Utils.Instance.Player1.RightStickX() * rotationSpeed * Time.deltaTime * 60f;
        target.Phi    += Utils.Instance.Player1.RightStickY() * rotationSpeed * Time.deltaTime * 60f;
        target.Radius -= Utils.Instance.Player1.DPadY() * zoomSpeed * Time.deltaTime * 30;


        if (GlobalScript.Instance.Driver.HasControl)
        {
            cameraToPlayer   = Camera.transform.position - GlobalScript.Instance.Boat.transform.position;
            distanceToPlayer = cameraToPlayer.magnitude;
            cameraToPlayer.Normalize();

            RaycastHit[] hits;                     // you can also use CapsuleCastAll() // TODO: setup your layermask it improve performance and filter your hits.
            hits = Physics.RaycastAll(Camera.transform.position + cameraToPlayer * 200, -cameraToPlayer, distanceToPlayer + 200);

            foreach (RaycastHit hit in hits)
            {
                if (hit.collider.tag == "boat" || hit.collider.tag == "TentacleRange")
                {
                    continue;
                }
                Renderer R;
                if (hit.collider.tag == "Tentacle")
                {
                    R = hit.collider.GetComponentInParent <Tentacle>().GetComponentInChildren <SkinnedMeshRenderer>().renderer;
                }
                else
                {
                    R = hit.collider.renderer;
                }
                if (R == null)
                {
                    //Search in children for renderers
                    Renderer[] renderers = hit.collider.GetComponentsInChildren <MeshRenderer>();
                    foreach (MeshRenderer r in renderers)
                    {
                        AutoTransparent AT1 = r.GetComponent <AutoTransparent>();
                        if (AT1 == null)                                 // if no script is attached, attach one
                        {
                            AT1 = r.gameObject.AddComponent <AutoTransparent>();
                        }
                        AT1.BeTransparent();                                 // get called every frame to reset the falloff
                    }

                    renderers = hit.collider.GetComponentsInChildren <SkinnedMeshRenderer>();
                    foreach (SkinnedMeshRenderer r in renderers)
                    {
                        AutoTransparent AT1 = r.GetComponent <AutoTransparent>();
                        if (AT1 == null)                                 // if no script is attached, attach one
                        {
                            AT1 = r.gameObject.AddComponent <AutoTransparent>();
                        }
                        AT1.BeTransparent();                                 // get called every frame to reset the falloff
                    }
                    continue;
                }

                // no renderer attached? go to next hit
                // TODO: maybe implement here a check for GOs that should not be affected like the player

                AutoTransparent AT2 = R.GetComponent <AutoTransparent>();
                if (AT2 == null)                         // if no script is attached, attach one
                {
                    AT2 = R.gameObject.AddComponent <AutoTransparent>();
                }
                AT2.BeTransparent();                         // get called every frame to reset the falloff
            }
        }
    }
예제 #21
0
    void Update()
    {
        if (player.GetComponent <PlayerBehavior> ().panMode == true)
        {
            if (Input.touches.Length > 0 && canTouch)
            {
                Touch t = Input.GetTouch(0);

                if (initialTouch)
                {
                    GameObject.Find("GamePanel").SendMessage("Change");
                    if (PlayerPrefs.GetInt("Vibrate") == 1)
                    {
                        Handheld.Vibrate();
                    }
                    touchStart   = t.position;
                    initialTouch = false;
                }

                Vector2 touchCurrent  = t.position;
                Vector2 touchDistance = new Vector2(touchCurrent.x - touchStart.x, touchCurrent.y - touchStart.y);

                transform.position += transform.right * touchDistance.x / 1250.0f;
                transform.position += transform.up * touchDistance.y / 1250.0f;

                if (t.phase == TouchPhase.Ended)
                {
                    GameObject.Find("GamePanel").SendMessage("Change");
                    canTouch = false;
                }
            }
            else
            {
                cameraStartPos     = parent.transform.position + new Vector3(51.0f, 35.0f, 53.0f);
                cameraTimer       += Time.deltaTime / 15.0f;
                transform.position = Vector3.Lerp(transform.position, cameraStartPos, cameraTimer);
                if (cameraTimer >= 0.1f)
                {
                    player.GetComponent <PlayerBehavior> ().panMode = false;
                    initialTouch = true;
                    canTouch     = true;
                    cameraTimer  = 0.0f;
                }
            }
        }
        else
        {
            if (changeView)
            {
                if (currentView == 5)
                {
                    if (timer < 1.0f)
                    {
                        myCamera.fieldOfView = Mathf.Lerp(fov5, fov1, timer);
                        timer += Time.deltaTime;
                        if (timer >= 1.0f)
                        {
                            PlayerPrefs.SetInt("Zoom", 1);
                            currentView = 1;
                            changeView  = false;
                        }
                    }
                }
                if (currentView == 1)
                {
                    if (timer < 1.0f)
                    {
                        myCamera.fieldOfView = Mathf.Lerp(fov1, fov2, timer);
                        timer += Time.deltaTime * 2.0f;
                        if (timer >= 1.0f)
                        {
                            PlayerPrefs.SetInt("Zoom", 2);
                            currentView = 2;
                            changeView  = false;
                        }
                    }
                }
                if (currentView == 2)
                {
                    if (timer < 1.0f)
                    {
                        myCamera.fieldOfView = Mathf.Lerp(fov2, fov3, timer);
                        timer += Time.deltaTime * 2.0f;
                        if (timer >= 1.0f)
                        {
                            PlayerPrefs.SetInt("Zoom", 3);
                            currentView = 3;
                            changeView  = false;
                        }
                    }
                }
                if (currentView == 3)
                {
                    if (timer < 1.0f)
                    {
                        myCamera.fieldOfView = Mathf.Lerp(fov3, fov4, timer);
                        timer += Time.deltaTime * 2.0f;
                        if (timer >= 1.0f)
                        {
                            PlayerPrefs.SetInt("Zoom", 4);
                            currentView = 4;
                            changeView  = false;
                        }
                    }
                }
                if (currentView == 4)
                {
                    if (timer < 1.0f)
                    {
                        myCamera.fieldOfView = Mathf.Lerp(fov4, fov5, timer);
                        timer += Time.deltaTime * 2.0f;
                        if (timer >= 1.0f)
                        {
                            PlayerPrefs.SetInt("Zoom", 5);
                            currentView = 5;
                            changeView  = false;
                        }
                    }
                }
            }

            if (liteMode == 0)
            {
                RaycastHit[] hits;

                hits = Physics.RaycastAll(transform.position, transform.forward, DistanceToPlayer);
                foreach (RaycastHit hit in hits)
                {
                    //Debug.Log("Found object to fade!");
                    Renderer R = hit.collider.GetComponent <Renderer> ();
                    if (R == null)
                    {
                        continue;                         // no renderer attached? go to next hit
                    }
                    AutoTransparent AT = R.GetComponent <AutoTransparent> ();
                    if (AT == null)                       // if no script is attached, attach one
                    {
                        AT = R.gameObject.AddComponent <AutoTransparent> ();
                        //Debug.Log("Adding script!");
                    }
                    AT.BeTransparent();                      // get called every frame to reset the falloff
                }

                hits = Physics.RaycastAll(transform.position + new Vector3(0.0f, -0.5f, 0.0f), transform.forward, DistanceToPlayer);
                foreach (RaycastHit hit in hits)
                {
                    //Debug.Log("Found object to fade!");
                    Renderer R = hit.collider.GetComponent <Renderer>();
                    if (R == null)
                    {
                        continue; // no renderer attached? go to next hit
                    }
                    AutoTransparent AT = R.GetComponent <AutoTransparent>();
                    if (AT == null)
                    { // if no script is attached, attach one
                        AT = R.gameObject.AddComponent <AutoTransparent>();
                        //Debug.Log("Adding script!");
                    }
                    AT.BeTransparent(); // get called every frame to reset the falloff
                }

                hits = Physics.RaycastAll(transform.position + new Vector3(0.0f, 0.5f, 0.0f), transform.forward, DistanceToPlayer);
                foreach (RaycastHit hit in hits)
                {
                    //Debug.Log("Found object to fade!");
                    Renderer R = hit.collider.GetComponent <Renderer> ();
                    if (R == null)
                    {
                        continue;                         // no renderer attached? go to next hit
                    }
                    AutoTransparent AT = R.GetComponent <AutoTransparent> ();
                    if (AT == null)                       // if no script is attached, attach one
                    {
                        AT = R.gameObject.AddComponent <AutoTransparent> ();
                        //Debug.Log("Adding script!");
                    }
                    AT.BeTransparent();                      // get called every frame to reset the falloff
                }

                hits = Physics.RaycastAll(transform.position + new Vector3(0.0f, 1.0f, 0.0f), transform.forward, DistanceToPlayer);
                foreach (RaycastHit hit in hits)
                {
                    //Debug.Log("Found object to fade!");
                    Renderer R = hit.collider.GetComponent <Renderer> ();
                    if (R == null)
                    {
                        continue;                         // no renderer attached? go to next hit
                    }
                    AutoTransparent AT = R.GetComponent <AutoTransparent> ();
                    if (AT == null)                       // if no script is attached, attach one
                    {
                        AT = R.gameObject.AddComponent <AutoTransparent> ();
                        //Debug.Log("Adding script!");
                    }
                    AT.BeTransparent();                      // get called every frame to reset the falloff
                }

                hits = Physics.RaycastAll(transform.position + new Vector3(0.0f, 1.5f, 0.0f), transform.forward, DistanceToPlayer);
                foreach (RaycastHit hit in hits)
                {
                    //Debug.Log("Found object to fade!");
                    Renderer R = hit.collider.GetComponent <Renderer>();
                    if (R == null)
                    {
                        continue; // no renderer attached? go to next hit
                    }
                    AutoTransparent AT = R.GetComponent <AutoTransparent>();
                    if (AT == null)
                    { // if no script is attached, attach one
                        AT = R.gameObject.AddComponent <AutoTransparent>();
                        //Debug.Log("Adding script!");
                    }
                    AT.BeTransparent(); // get called every frame to reset the falloff
                }

                hits = Physics.RaycastAll(transform.position + new Vector3(0.5f, 0.5f, 0.0f), transform.forward, DistanceToPlayer);
                foreach (RaycastHit hit in hits)
                {
                    //Debug.Log("Found object to fade!");
                    Renderer R = hit.collider.GetComponent <Renderer>();
                    if (R == null)
                    {
                        continue; // no renderer attached? go to next hit
                    }
                    AutoTransparent AT = R.GetComponent <AutoTransparent>();
                    if (AT == null)
                    { // if no script is attached, attach one
                        AT = R.gameObject.AddComponent <AutoTransparent>();
                        //Debug.Log("Adding script!");
                    }
                    AT.BeTransparent(); // get called every frame to reset the falloff
                }

                hits = Physics.RaycastAll(transform.position + new Vector3(1.0f, 0.5f, 0.0f), transform.forward, DistanceToPlayer);
                foreach (RaycastHit hit in hits)
                {
                    //Debug.Log("Found object to fade!");
                    Renderer R = hit.collider.GetComponent <Renderer>();
                    if (R == null)
                    {
                        continue; // no renderer attached? go to next hit
                    }
                    AutoTransparent AT = R.GetComponent <AutoTransparent>();
                    if (AT == null)
                    { // if no script is attached, attach one
                        AT = R.gameObject.AddComponent <AutoTransparent>();
                        //Debug.Log("Adding script!");
                    }
                    AT.BeTransparent(); // get called every frame to reset the falloff
                }

                hits = Physics.RaycastAll(transform.position + new Vector3(-0.5f, 0.5f, 0.0f), transform.forward, DistanceToPlayer);
                foreach (RaycastHit hit in hits)
                {
                    //Debug.Log("Found object to fade!");
                    Renderer R = hit.collider.GetComponent <Renderer>();
                    if (R == null)
                    {
                        continue; // no renderer attached? go to next hit
                    }
                    AutoTransparent AT = R.GetComponent <AutoTransparent>();
                    if (AT == null)
                    { // if no script is attached, attach one
                        AT = R.gameObject.AddComponent <AutoTransparent>();
                        //Debug.Log("Adding script!");
                    }
                    AT.BeTransparent(); // get called every frame to reset the falloff
                }

                hits = Physics.RaycastAll(transform.position + new Vector3(-1.0f, 0.5f, 0.0f), transform.forward, DistanceToPlayer);
                foreach (RaycastHit hit in hits)
                {
                    //Debug.Log("Found object to fade!");
                    Renderer R = hit.collider.GetComponent <Renderer>();
                    if (R == null)
                    {
                        continue; // no renderer attached? go to next hit
                    }
                    AutoTransparent AT = R.GetComponent <AutoTransparent>();
                    if (AT == null)
                    { // if no script is attached, attach one
                        AT = R.gameObject.AddComponent <AutoTransparent>();
                        //Debug.Log("Adding script!");
                    }
                    AT.BeTransparent(); // get called every frame to reset the falloff
                }
            }
        }
    }