Пример #1
0
    private void CalculateHit()
    {
        // The number of returned colliders is limited to this allocated buffer
        Collider[] colliders     = new Collider[AppData.BufferAllocation];
        int        noOfColliders = Physics.OverlapCapsuleNonAlloc(transform.position, endTarget.transform.position,
                                                                  radius, colliders, AppData.InteractableLayerMask);

        if (noOfColliders > 0)
        {
            // Debug.LogWarning("We got " + noOfColliders);
            Collider target = noOfColliders > 1 ? FindClosestTarget(colliders) : colliders[0];

            lastHit = target.transform.GetComponent <LaserPonterReciever>();

            if (!lastHit)
            {
                return;
            }

            if (!oldLastHit)
            {
                oldLastHit = lastHit;
            }
            else if (oldLastHit != lastHit)
            {
                RayChanged();
            }

            // Material update should only be called once per object
            if (!materialUpdated)
            {
                lastHit.HitByRay();
                materialUpdated = true;
            }

            if (IsClicking() && !isMoving)
            {
                ThrowObject(lastHit);
            }
        }
        else
        {
            RayExit();
        }
    }
Пример #2
0
    private Vector3 CalculateEnd()
    {
        RaycastHit hit = CreateForwardRaycast();
        Vector3    endPosition;

        if (hit.collider)
        {
            endPosition = hit.point;
            lastHit     = hit.transform.GetComponent <LaserPonterReciever>(); // TODO: Is there a less expensive method

            if (!oldLastHit)
            {
                oldLastHit = lastHit;
            }
            else if (oldLastHit != lastHit)
            {
                RayChanged();
            }

            if (!lastHit)
            {
                RayExit();
                return(endPosition);
            }

            if (IsClicking())
            {
                lastHit.Click(pointerHand);
                wasClicked = true;
            }
            else if (!materialUpdated)
            {
                lastHit.HitByRay();
                materialUpdated = true;
            }
        }
        else
        {
            endPosition = DefaultEnd(defaultLength);
            RayExit();
        }

        return(endPosition);
    }