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station_obscurum_unity/Assets/Scripts/Item/FlareBeacon/FlareBeacon.cs

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