示例#1
0
	// Update is called once per frame
	void Update () {
		//RayCollision
		RaycastHit hit;
        int layerMask = ~(1 << LayerMask.NameToLayer("NoBeamHit") | 1 << 2);
        if (HitEffect != null && !bHit && Physics.Raycast(transform.position, transform.forward, out hit, Mathf.Infinity, layerMask))
        {
            //GameObject hitobj = hit.collider.gameObject;
			if(hit.distance < BL.GetNowLength())
		    {
				BL.StopLength(hit.distance);
				bHit = true;

                Quaternion Angle;
                //Reflect to Normal
                if (Reflect)
                {
                    Angle = Quaternion.LookRotation(Vector3.Reflect(transform.forward, hit.normal));
                }
                else
                {
                    Angle = Quaternion.AngleAxis(180.0f, transform.up) * this.transform.rotation;
                }
                GameObject obj = (GameObject)Instantiate(HitEffect,this.transform.position+this.transform.forward*hit.distance,Angle);
				obj.GetComponent<BeamParam>().SetBeamParam(BP);
				obj.transform.localScale = this.transform.localScale;
			}
			//print("find" + hit.collider.gameObject.name);
		}
		/*
		if(bHit && BL != null)
		{
			BL.gameObject.renderer.material.SetFloat("_BeamLength",HitTimeLength / BL.GetNextLength() + 0.05f);
		}
		*/
	}
示例#2
0
    // Update is called once per frame
    void Update()
    {
        //RayCollision
        RaycastHit hit;
        //10000000011 in base 10
        int layerMask = 1027;

        if (HitEffect != null && !bHit && Physics.Raycast(transform.position, transform.forward, out hit, Mathf.Infinity, layerMask))
        {
            GameObject hitobj = hit.collider.gameObject;
            if (hit.distance < BL.GetNowLength())
            {
                BL.StopLength(hit.distance);
                bHit = true;

                Quaternion Angle;
                //Reflect to Normal
                if (Reflect)
                {
                    Angle = Quaternion.LookRotation(Vector3.Reflect(transform.forward, hit.normal));
                }
                else
                {
                    Angle = Quaternion.AngleAxis(180.0f, transform.up) * this.transform.rotation;
                }
                GameObject obj = (GameObject)Instantiate(HitEffect, this.transform.position + this.transform.forward * hit.distance, Angle);
                obj.GetComponent <BeamParam>().SetBeamParam(BP);
                obj.transform.localScale = this.transform.localScale;

                //generate collision data
                if (hit.collider.gameObject.layer == 10)
                {
                    Debug.Log("Hit building");
                    hit.collider.gameObject.GetComponent <destructable>().CollisionFaker(this.GetComponent <lazerBullet>());
                }
                else
                {
                    Debug.Log("Hit " + hit.collider.name + ", on layer: " + hit.collider.gameObject.layer);
                }
            }
            //print("find" + hit.collider.gameObject.name);
        }
    }