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108 lines
3.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace PolygonArsenal
{
public class PolygonBeamStatic : MonoBehaviour
{
[Header("Prefabs")]
public GameObject beamLineRendererPrefab; //Put a prefab with a line renderer onto here.
public GameObject beamStartPrefab; //This is a prefab that is put at the start of the beam.
public GameObject beamEndPrefab; //Prefab put at end of beam.
private GameObject beamStart;
private GameObject beamEnd;
private GameObject beam;
private LineRenderer line;
[Header("Beam Options")]
public bool alwaysOn = true; //Enable this to spawn the beam when script is loaded.
public bool beamCollides = true; //Beam stops at colliders
public float beamLength = 100; //Ingame beam length
public float beamEndOffset = 0f; //How far from the raycast hit point the end effect is positioned
public float textureScrollSpeed = 0f; //How fast the texture scrolls along the beam, can be negative or positive.
public float textureLengthScale = 1f; //Set this to the horizontal length of your texture relative to the vertical.
//Example: if texture is 200 pixels in height and 600 in length, set this to 3
void Start()
{
}
private void OnEnable()
{
if (alwaysOn) //When the object this script is attached to is enabled, spawn the beam.
SpawnBeam();
}
private void OnDisable() //If the object this script is attached to is disabled, remove the beam.
{
RemoveBeam();
}
void FixedUpdate()
{
if (beam) //Updates the beam
{
line.SetPosition(0, transform.position);
Vector3 end;
RaycastHit hit;
if (beamCollides && Physics.Raycast(transform.position, transform.forward, out hit)) //Checks for collision
end = hit.point - (transform.forward * beamEndOffset);
else
end = transform.position + (transform.forward * beamLength);
line.SetPosition(1, end);
if (beamStart)
{
beamStart.transform.position = transform.position;
beamStart.transform.LookAt(end);
}
if (beamEnd)
{
beamEnd.transform.position = end;
beamEnd.transform.LookAt(beamStart.transform.position);
}
float distance = Vector3.Distance(transform.position, end);
line.material.mainTextureScale = new Vector2(distance / textureLengthScale, 1); //This sets the scale of the texture so it doesn't look stretched
line.material.mainTextureOffset -= new Vector2(Time.deltaTime * textureScrollSpeed, 0); //This scrolls the texture along the beam if not set to 0
}
}
public void SpawnBeam() //This function spawns the prefab with linerenderer
{
if (beamLineRendererPrefab)
{
if (beamStartPrefab)
beamStart = Instantiate(beamStartPrefab);
if (beamEndPrefab)
beamEnd = Instantiate(beamEndPrefab);
beam = Instantiate(beamLineRendererPrefab);
beam.transform.position = transform.position;
beam.transform.parent = transform;
beam.transform.rotation = transform.rotation;
line = beam.GetComponent<LineRenderer>();
line.useWorldSpace = true;
line.positionCount = 2;
}
else
print("Add a hecking prefab with a line renderer to the SciFiBeamStatic script on " + gameObject.name + "! Heck!");
}
public void RemoveBeam() //This function removes the prefab with linerenderer
{
if (beam)
Destroy(beam);
if (beamStart)
Destroy(beamStart);
if (beamEnd)
Destroy(beamEnd);
}
}
}