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

128 lines
3.9 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 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
[Header("Width Pulse Options")]
public float widthMultiplier = 1.5f;
private float customWidth;
private float originalWidth;
private float lerpValue = 0.0f;
public float pulseSpeed = 1.0f;
private bool pulseExpanding = true;
void Start()
{
SpawnBeam();
originalWidth = line.startWidth;
customWidth = originalWidth * widthMultiplier;
}
void FixedUpdate()
{
if (beam)
{
line.SetPosition(0, transform.position);
Vector3 end = transform.position + (transform.forward * beamLength);
RaycastHit hit;
if (beamCollides && Physics.Raycast(transform.position, transform.forward, out hit))
{
end = hit.point - (transform.forward * beamEndOffset);
end = Vector3.Distance(transform.position, end) > beamLength
? transform.position + (transform.forward * beamLength)
: end;
}
else
{
end = transform.position + (transform.forward * beamLength);
}
line.SetPosition(1, end);
beamStart.transform.position = transform.position;
beamStart.transform.LookAt(end);
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
}
// Pulse the width of the beam
if (pulseExpanding)
{
lerpValue += Time.deltaTime * pulseSpeed;
}
else
{
lerpValue -= Time.deltaTime * pulseSpeed;
}
if (lerpValue >= 1.0f)
{
pulseExpanding = false;
lerpValue = 1.0f;
}
else if (lerpValue <= 0.0f)
{
pulseExpanding = true;
lerpValue = 0.0f;
}
float currentWidth = Mathf.Lerp(originalWidth, customWidth, Mathf.Sin(lerpValue * Mathf.PI));
line.startWidth = currentWidth;
line.endWidth = currentWidth;
}
public void SpawnBeam()
{
if (beamLineRendererPrefab)
{
beam = Instantiate(beamLineRendererPrefab);
beam.transform.position = transform.position;
beam.transform.parent = transform;
beam.transform.rotation = transform.rotation;
line = beam.GetComponent<LineRenderer>();
line.useWorldSpace = true;
#if UNITY_5_5_OR_NEWER
line.positionCount = 2;
#else
line.SetVertexCount(2);
#endif
beamStart = beamStartPrefab ? Instantiate(beamStartPrefab, beam.transform) : null;
beamEnd = beamEndPrefab ? Instantiate(beamEndPrefab, beam.transform) : null;
}
else
{
Debug.LogError("A prefab with a line renderer must be assigned to the `beamLineRendererPrefab` field in the PolygonArsenalBeamStatic script on " + gameObject.name);
}
}
}
}