예제 #1
0
        /// <summary>
        /// Creates a raycast
        /// </summary>
        /// <param name="origin">the origin of the raycast</param>
        /// <param name="direction">the direction of the raycast</param>
        /// <param name="hit">returns the hit data</param>
        /// <param name="distance">max distance</param>
        /// <param name="mask">layerMask</param>
        /// <returns>did we hit something?</returns>
        public static bool Raycast(Vector3 origin, Vector3 direction, out UCPhysicsHit hit, float distance, int mask)
        {
            UCPhysicsHitsArray hits = RaycastAll(origin, direction, distance, mask, 0);

            hit = new UCPhysicsHit();

            if (hits.Count <= 0)
            {
                return(false);
            }

            hits.Sort();

            hit = hits[0];
            return(true);
        }
예제 #2
0
        /// <summary>
        ///  Create a raycast
        /// </summary>
        /// <param name="origin">The origin of the raycast</param>
        /// <param name="direction">The direction of the raycast</param>
        /// <param name="distance">max distance</param>
        /// <param name="mask">mask</param>
        /// <param name="offset">raycast offset</param>
        /// <returns>The hits value</returns>
        public static UCPhysicsHitsArray RaycastAll(Vector3 origin, Vector3 direction, float distance, int mask, float offset)
        {
            UCPhysicsHit hit;

            hits = new UCPhysicsHitsArray();
            ray  = new Ray(origin, direction);

            for (int i = 0; i < physicsObjects.Count; i++)
            {
                currentPObject = physicsObjects[i];

                if (Vector3.Distance(origin, currentPObject.transform.position) <= distance)
                {
                    if (currentPObject.Raycast(ray, out hit, mask))
                    {
                        if (hit.distance <= distance && hit.distance >= offset)
                        {
                            hits.AddToList(hit);
                        }
                    }
                }
            }

            if (UnityEngine.Physics.Raycast(origin, direction, out rayHit, distance))
            {
                if (rayHit.transform.GetComponent <UCPhysicsObject>() != null)
                {
                    hit = new UCPhysicsHit();
                    hit.Convert(rayHit);

                    hits.AddToList(hit);
                }
            }

            return(hits);
        }