Steam lobby implemented

This commit is contained in:
Madhav Kapa
2023-06-01 08:03:48 -07:00
parent c7647c8097
commit 49efee80e2
95 changed files with 10258 additions and 6167 deletions

View File

@ -1,70 +1,69 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class FlareBeacon : MonoBehaviour
{
[SerializeField]
private float range = 1;
public float Range { get { return range; }}
[SerializeField]
private float duration = 5f;
[SerializeField] private float range = 1;
private List<GameObject> inRange= new List<GameObject>();
[SerializeField]
private NavMeshObstacle obstacle;
[SerializeField] private float duration = 5f;
[SerializeField] private NavMeshObstacle obstacle;
private readonly List<GameObject> inRange = new();
private FlareRegister register;
void OnDrawGizmosSelected()
{
// Draw a yellow sphere at the transform's position
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, range);
}
public float Range => range;
// Start is called before the first frame update
void Start()
private void Start()
{
register = FlareRegister.instance;
register.beacons.Add(this);
transform.localEulerAngles = new Vector3(-89.98f, 0, 0);
Ray r = new Ray();
var r = new Ray();
r.direction = -transform.forward;
r.origin = transform.position;
RaycastHit hit;
RaycastHit[] rays = Physics.RaycastAll(r);
foreach(RaycastHit _hit in rays)
var rays = Physics.RaycastAll(r);
foreach (var _hit in rays)
{
if (_hit.transform.gameObject.GetComponent<FlareBeacon>() != null)
{
continue;
}
if (_hit.transform.gameObject.GetComponent<FlareBeacon>() != null) continue;
transform.position = _hit.point;
break;
}
if(Physics.Raycast(r,out hit)){
// transform.position = hit.point;
if (Physics.Raycast(r, out hit))
{
// transform.position = hit.point;
}
if(obstacle!=null)
obstacle.radius = this.range / 10;
if (obstacle != null)
obstacle.radius = range / 10;
}
// Update is called once per frame
void Update()
private void Update()
{
}
private void OnDrawGizmosSelected()
{
// Draw a yellow sphere at the transform's position
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, range);
}
private void OnTriggerEnter(Collider other)
{
inRange.Add(other.gameObject);
}
private void OnTriggerExit(Collider other)
{
inRange.Remove(other.gameObject);
}
}
}