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station_obscurum_unity/Assets/Scripts/Legacy/Item/FlareBeacon/FlareBeacon.cs
MarcoHampel f8590432ba Assemblies Made and Refactored Code Folders
Created assemblies for the new design code. Relocated legacy scripts into a legacy folder and made a "new_design" folder for new design.
2023-09-11 19:39:27 -04:00

72 lines
1.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
namespace Item
{
public class FlareBeacon : MonoBehaviour
{
[SerializeField] private float range = 1;
[SerializeField] private float duration = 5f;
[SerializeField] private NavMeshObstacle obstacle;
private readonly List<GameObject> inRange = new();
private Item.FlareRegister register;
public float Range => range;
// Start is called before the first frame update
private void Start()
{
register = Item.FlareRegister.instance;
register.beacons.Add(this);
transform.localEulerAngles = new Vector3(-89.98f, 0, 0);
var r = new Ray();
r.direction = -transform.forward;
r.origin = transform.position;
RaycastHit hit;
var rays = Physics.RaycastAll(r);
foreach (var _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;
}
if (obstacle != null)
obstacle.radius = range / 10;
}
// Update is called once per frame
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);
}
}
}