// 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(); } } } }
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; }