public GameObject GetChaseTarget() { foreach (var go in inRange.GetViews()) { if (LayerMaskUtils.IsIncluded(chaseLayer, go.layer)) { return(go); } } return(null); }
public void Initialize(Player player, Rigidbody mainRigidbody, GameObject head) { this.player = player; this.rb = mainRigidbody; this.head = head; Cursor.lockState = CursorLockMode.Locked; layermaskInteract = LayerMaskUtils.CreateMask("InteractCast"); interactTestInterval = 1f / interactTestsPerSecond; interactTestTimer = 0f; collisionLayerMaskForProps = LayerMaskUtils.CreateMask("Prop"); collisionLayerMaskForProps &= ~LayerMask.GetMask("Water"); }
public void Initialize(Player player, Rigidbody rb, CapsuleCollider worldCollider, GameObject head, PlayerHealthNEW health) { this.player = player; this.rb = rb; this.col = worldCollider; this.head = head; this.health = health; contactPoints = new List <ContactPoint>(); SetColliderHeight(normalHeight); //TODO load from playerprefs later (if i do a half life style campaign) jumpSpeed = Mathf.Sqrt(2f * normalGravity * moveJumpHeight); collisionLayerMaskForRaycasting = LayerMaskUtils.CreateMask(this.rb.gameObject.layer); collisionLayerMaskForRaycasting &= ~LayerMask.GetMask("Water"); debugInfo = ""; }
/// <summary> /// Draws a LayerMask field with the given style. /// </summary> /// <param name="position">Position.</param> /// <param name="label">Label.</param> /// <param name="prop">Property.</param> /// <param name="style">Style.</param> public static void LayerMaskField(Rect position, GUIContent label, SerializedProperty prop, GUIStyle style) { label = EditorGUI.BeginProperty(position, label, prop); EditorGUI.BeginChangeCheck(); LayerMaskUtils.GetMaskFieldNames(ref s_LayerNames); int mappedMask = LayerMaskUtils.MapToMaskField(prop.intValue); mappedMask = EditorGUI.MaskField(position, label, mappedMask, s_LayerNames, style); if (EditorGUI.EndChangeCheck()) { LayerMask newMask = LayerMaskUtils.MapFromMaskField(mappedMask); prop.SetMask(newMask); } EditorGUI.EndProperty(); }