private void Raycast() { Ray ray = new Ray(playerHead.position, playerHead.forward * rayLength); RaycastHit hit; Debug.DrawRay(playerHead.position, playerHead.forward); if (Physics.Raycast(ray, out hit)) { if (hit.collider.gameObject.CompareTag("Target") && shootTimer >= weapon.fireRate) { MakeShot(hit.collider.GetComponent <Rigidbody>(), hit); return; } if (hit.collider.gameObject.CompareTag("WalkingTarget") && shootTimer >= weapon.fireRate) { MakeWalkingShot(hit.collider.gameObject, hit); return; } if (hit.collider.gameObject.CompareTag("VR_UI")) { imgProgressBar = hit.collider.gameObject.GetComponent <ImageProgressBar>(); imgProgressBar.GazeOver = true; imgProgressBar.StartFillingProgressBar(); return; } else if (imgProgressBar != null) { imgProgressBar.GazeOver = false; imgProgressBar.StopFillingProgressBar(); imgProgressBar = null; return; } } }
public override ExecutionResult Run(IStepExecutionContext context) { Guard.Against.Null(MaxTicks, nameof(MaxTicks)); Guard.Against.Null(ProgressBar, nameof(ProgressBar)); var options = ProgressBarFactory.DefaultOptions(); options.ForegroundColor = ConsoleColor.Blue; ImageProgressBar ??= ProgressBar.Spawn(MaxTicks, null, options); ImageProgressBar.Tick(0); ImageProgressBar.MaxTicks = MaxTicks; return(ExecutionResult.Next()); }