// Use this for initialization
    void Start()
    {
        for (int i = 0; i < lasers.Length; i++)
        {
            LaserSystem laser = lasers [i];

            Instantiate(emmiter_prefab, laser.emitter, Quaternion.identity);
            Instantiate(receiver_prefab, laser.receiver, Quaternion.identity);

            DrawLine(laser.emitter, laser.receiver, laser.width, laser.mat, i);
        }
    }
    // Update is called once per frame
    void Update()
    {
        for (int i = 0; i < lasers.Length; i++)
        {
            LaserSystem laser = lasers [i];

            RaycastHit hit;

            if (Physics.Linecast(laser.emitter, laser.receiver, out hit))
            {
                if (hit.collider.CompareTag("Player"))
                {
                    Debug.Break();
                }
            }
        }
    }
示例#3
0
    private void Awake()
    {
        entities        = new List <Entity>();
        newEntities     = new Queue <Entity>();
        expiredEntities = new Queue <Entity>();

        entitySystem     = new EntitySystem(this);
        inputSystem      = new InputSystem(this);
        moveSystem       = new MoveSystem(this);
        lifeSystem       = new LifeSystem(this);
        controllerSystem = new ControllerSystem(this);
        gunSystem        = new GunSystem(this);
        bulletSystem     = new BulletSystem(this);
        buffSystem       = new BuffSystem(this);
        effectSystem     = new EffectSystem(this);
        laserSystem      = new LaserSystem(this);
        aiSystem         = new AISystem(this);
        levelSystem      = new LevelSystem(this);
    }
	/*
	public ParticleSystem endEffect;
	public Transform endEffectTransform;
	Transform myTransform;
	public int maxLength;
	int length;
	Vector3[] position;*/

	void Awake()
	{
		mainLaser = this;

	}