//Set which axis of this gameobject's transform will be used as the direction for the raycast; public void SetCastDirection(CastDirection _direction) { if (tr == null) { return; } castDirection = _direction; }
/// <summary> /// Set the base raycast variables /// </summary> private void CalibrateRaycast() { origin = tr.InverseTransformPoint(col.bounds.center); castDirection = CastDirection.Down; float length = 0.0f; length += (colliderHeight * (1.0f - stepHeight)) * 0.5f; length += colliderHeight * stepHeight; baseLength = length * 1.001f; }
void Cast(Stroke[] strokes, CastDirection dir) { Glyph newGlyph = Glyph.CreateGlyph( strokes, glyphInput.sampleDistance ); currentCast = dir; glyphInput.Cast(newGlyph); glyphInput.ClearInput(); }