TG9six 03a642d635 first push
first push
2025-09-06 17:17:39 +04:00

155 lines
4.5 KiB
C#

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
namespace PolygonArsenal
{
public class PolygonBeamScript : MonoBehaviour {
[Header("Prefabs")]
public GameObject[] beamLineRendererPrefab;
public GameObject[] beamStartPrefab;
public GameObject[] beamEndPrefab;
private int currentBeam = 0;
private GameObject beamStart;
private GameObject beamEnd;
private GameObject beam;
private LineRenderer line;
[Header("Adjustable Variables")]
public float beamEndOffset = 1f; //How far from the raycast hit point the end effect is positioned
public float textureScrollSpeed = 8f; //How fast the texture scrolls along the beam
public float textureLengthScale = 3; //Length of the beam texture
[Header("Put Sliders here (Optional)")]
public Slider endOffSetSlider; //Use UpdateEndOffset function on slider
public Slider scrollSpeedSlider; //Use UpdateScrollSpeed function on slider
[Header("Put UI Text object here to show beam name")]
public Text textBeamName;
// Use this for initialization
void Start()
{
if (textBeamName)
textBeamName.text = beamLineRendererPrefab[currentBeam].name;
if (endOffSetSlider)
endOffSetSlider.value = beamEndOffset;
if (scrollSpeedSlider)
scrollSpeedSlider.value = textureScrollSpeed;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Escape))
Application.Quit();
if (Input.GetMouseButtonDown(0))
{
beamStart = Instantiate(beamStartPrefab[currentBeam], new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
beamEnd = Instantiate(beamEndPrefab[currentBeam], new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
beam = Instantiate(beamLineRendererPrefab[currentBeam], new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
line = beam.GetComponent<LineRenderer>();
}
if (Input.GetMouseButtonUp(0))
{
Destroy(beamStart);
Destroy(beamEnd);
Destroy(beam);
}
if (Input.GetMouseButton(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray.origin, ray.direction, out hit))
{
Vector3 tdir = hit.point - transform.position;
ShootBeamInDir(transform.position, tdir);
}
}
if (Input.GetKeyDown(KeyCode.RightArrow)) //4 next if commands are just hotkeys for cycling beams
{
nextBeam();
}
if (Input.GetKeyDown(KeyCode.D))
{
nextBeam();
}
if (Input.GetKeyDown(KeyCode.A))
{
previousBeam();
}
else if (Input.GetKeyDown(KeyCode.LeftArrow))
{
previousBeam();
}
}
public void nextBeam() // Next beam
{
if (currentBeam < beamLineRendererPrefab.Length - 1)
currentBeam++;
else
currentBeam = 0;
if (textBeamName)
textBeamName.text = beamLineRendererPrefab[currentBeam].name;
}
public void previousBeam() // Previous beam
{
if (currentBeam > - 0)
currentBeam--;
else
currentBeam = beamLineRendererPrefab.Length - 1;
if (textBeamName)
textBeamName.text = beamLineRendererPrefab[currentBeam].name;
}
public void UpdateEndOffset()
{
beamEndOffset = endOffSetSlider.value;
}
public void UpdateScrollSpeed()
{
textureScrollSpeed = scrollSpeedSlider.value;
}
void ShootBeamInDir(Vector3 start, Vector3 dir)
{
line.positionCount = 2;
line.SetPosition(0, start);
beamStart.transform.position = start;
Vector3 end = Vector3.zero;
RaycastHit hit;
if (Physics.Raycast(start, dir, out hit))
end = hit.point - (dir.normalized * beamEndOffset);
else
end = transform.position + (dir * 100);
beamEnd.transform.position = end;
line.SetPosition(1, end);
beamStart.transform.LookAt(beamEnd.transform.position);
beamEnd.transform.LookAt(beamStart.transform.position);
float distance = Vector3.Distance(start, end);
line.sharedMaterial.mainTextureScale = new Vector2(distance / textureLengthScale, 1);
line.sharedMaterial.mainTextureOffset -= new Vector2(Time.deltaTime * textureScrollSpeed, 0);
}
}
}