Update LaserBeam.cs
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@ -4,15 +4,11 @@ using System.Collections;
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[RequireComponent(typeof(LineRenderer))]
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public class LaserBeam : MonoBehaviour
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{
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[Header("Control")]
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[Tooltip("If true, this beam will NOT run its own timers or intro; it only responds to the controller.")]
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public bool externalControl = true;
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[Header("Laser Settings")]
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public float maxDistance = 20f;
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public LayerMask collisionMask = ~0;
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public float chargeDuration = 3f; // used only if externalControl == false
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public float fireDuration = 1f; // used only if externalControl == false
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public float chargeDuration = 3f;
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public float fireDuration = 1f;
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[Header("Laser Appearance")]
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public Color laserColor = Color.red;
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@ -26,7 +22,7 @@ public class LaserBeam : MonoBehaviour
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public float hitRadius = 0.1f;
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public QueryTriggerInteraction queryTriggerMode = QueryTriggerInteraction.Collide;
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[Header("Intro Show (ignored if externalControl)")]
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[Header("Intro Show")]
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public bool showIntro = true;
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public float initialShowDuration = 3f;
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public bool introIsDeadly = true;
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@ -35,8 +31,8 @@ public class LaserBeam : MonoBehaviour
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public bool deflectFromBoxSides = true;
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public string boxTag = "Box";
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public float outDistance = 12f;
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public float sideExitPush = 0.02f;
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public float entryPush = 0.005f;
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public float sideExitPush = 0.02f; // will be lifted to >= hitRadius + epsilon at runtime
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public float entryPush = 0.005f; // will be lifted to >= 0.25*hitRadius at runtime
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[Header("Debug")]
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public bool debugDraw = false;
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@ -60,33 +56,22 @@ public class LaserBeam : MonoBehaviour
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private Collider _lastBox;
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private int _sideSign = 1;
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// External control hook (set by controller if used)
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public bool externalControl = true;
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void Awake()
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{
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SetupLaserRenderer();
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// Always start safe
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currentPhase = LaserPhase.Idle;
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hasTriggeredDeathThisBurst = false;
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DisableLaser();
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StopAllCoroutines();
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}
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void Start()
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{
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// Only self-run if not externally controlled
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if (!externalControl && showIntro)
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if (showIntro)
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StartCoroutine(IntroShow());
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}
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void Update()
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{
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if (externalControl)
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{
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// Passive: only draw debug line if visible
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if (debugDraw) Debug.DrawLine(laserStart, laserEnd, Color.cyan);
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return;
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}
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// Legacy self-FSM (optional use)
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if (introRunning) return;
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timer += Time.deltaTime;
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@ -131,18 +116,19 @@ public class LaserBeam : MonoBehaviour
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Debug.DrawLine(laserStart, laserEnd, Color.cyan);
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}
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// LaserBeam.cs — replace SetLaserPhase with this version
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public void SetLaserPhase(LaserPhase phase)
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{
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// When controller is driving, cancel any self-cycling
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if (externalControl)
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{
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StopAllCoroutines();
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introRunning = false;
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}
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if (!line) SetupLaserRenderer();
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// Always clear when entering lethal/lead-in phases
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if (phase == LaserPhase.Firing || phase == LaserPhase.Charging)
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// Clear 1-kill gate whenever we enter lead-in or lethal phases
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if (phase == LaserPhase.Charging || phase == LaserPhase.Firing)
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hasTriggeredDeathThisBurst = false;
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currentPhase = phase;
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@ -163,7 +149,7 @@ public class LaserBeam : MonoBehaviour
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UpdateLaserPath();
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line.enabled = true;
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SetLineColor(laserColor);
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CheckHit();
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CheckHit(); // immediate check on enter
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break;
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}
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}
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@ -209,7 +195,7 @@ public class LaserBeam : MonoBehaviour
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void DisableLaser()
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{
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line.enabled = false;
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// Also clear endpoint for safety/debug
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// Optional: zero endpoints for clarity in debug
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laserStart = transform.position;
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laserEnd = laserStart;
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}
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@ -223,16 +209,12 @@ public class LaserBeam : MonoBehaviour
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void CheckHit()
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{
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// HARD GATES: never kill unless we’re allowed to
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if (!isActiveAndEnabled) return;
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if (!gameObject.activeInHierarchy) return;
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// only lethal during Firing, or during Intro if flagged as deadly
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bool lethalNow = (currentPhase == LaserPhase.Firing) || (introRunning && introIsDeadly);
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if (!lethalNow) return;
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if (!lethalNow || hasTriggeredDeathThisBurst) return;
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if (hasTriggeredDeathThisBurst) return;
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bool CheckSegment(Vector3 a, Vector3 b)
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// local helper that can ignore a specific collider (e.g., the deflection box)
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bool CheckSegment(Vector3 a, Vector3 b, Collider ignoreCol = null)
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{
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Vector3 d = b - a;
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float len = d.magnitude;
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@ -247,12 +229,15 @@ public class LaserBeam : MonoBehaviour
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Collider bestCol = null;
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foreach (var h in hits)
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{
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if (h.collider && h.collider.GetComponentInParent<LaserBeam>() == this) continue;
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if (!h.collider) continue;
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if (ignoreCol && h.collider == ignoreCol) continue; // NEW: ignore the deflection box
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if (h.collider.GetComponentInParent<LaserBeam>() == this) continue;
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if (h.distance < best) { best = h.distance; bestT = h.collider.transform; bestCol = h.collider; }
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}
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if (!bestT) return false;
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// Player?
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if (bestT.CompareTag(playerTag) || (bestT.root && bestT.root.CompareTag(playerTag)))
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{
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hasTriggeredDeathThisBurst = true;
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@ -260,6 +245,7 @@ public class LaserBeam : MonoBehaviour
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return true;
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}
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// Box? (still allow box damage feedback)
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if (bestCol && bestCol.CompareTag(boxTag))
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{
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var boxHealth = bestCol.GetComponent<LaserBoxHealth>();
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@ -270,11 +256,12 @@ public class LaserBeam : MonoBehaviour
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return false;
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}
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// segmented checks if we’re deflecting
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if (_routeViaSide)
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{
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if (CheckSegment(laserStart, _entryPoint)) return;
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if (CheckSegment(_entryPoint, _midPoint)) return;
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CheckSegment(_midPoint, laserEnd);
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if (CheckSegment(_entryPoint, _midPoint, _lastBox)) return; // ignore the box while exiting
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CheckSegment(_midPoint, laserEnd, _lastBox); // ignore it on the last leg too
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}
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else
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{
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@ -316,6 +303,7 @@ public class LaserBeam : MonoBehaviour
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line.SetPosition(0, laserStart);
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line.SetPosition(1, laserEnd);
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// No deflect?
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if (!deflectFromBoxSides || !gotHit || !bestHit.collider.CompareTag(boxTag)) return;
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var box = bestHit.collider.GetComponent<BoxCollider>();
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@ -328,21 +316,40 @@ public class LaserBeam : MonoBehaviour
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}
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Transform t = box.transform;
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_entryPoint = bestHit.point + bestHit.normal * entryPush;
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// ensure we don’t start the entry segment inside the box
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float safeEntry = Mathf.Max(entryPush, hitRadius * 0.25f);
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_entryPoint = bestHit.point + bestHit.normal * safeEntry;
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// compute the midpoint on the box side we’re exiting from
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Vector3 centerW = t.TransformPoint(box.center);
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Vector3 half = Vector3.Scale(box.size * 0.5f, t.lossyScale);
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Vector3 rightW = t.right.normalized;
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Vector3 outDir = rightW * _sideSign;
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_midPoint = centerW + rightW * (_sideSign * half.x);
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// how much distance remains for leg 2
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float traveled = bestHit.distance + Vector3.Distance(bestHit.point, _midPoint);
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float remain = Mathf.Max(0f, maxDistance - traveled);
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float leg = Mathf.Min(outDistance, remain);
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Vector3 secondStart = _midPoint + outDir * sideExitPush;
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// Choose a second start that is definitely OUTSIDE the box surface
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float minExit = Mathf.Max(sideExitPush, radius + 0.02f);
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Vector3 secondStart = _midPoint + outDir * minExit;
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// If somehow still overlapping the box bounds, nudge out a bit more (guarded)
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for (int i = 0; i < 3; i++)
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{
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// AABBs are conservative; this is cheap and “good enough”
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if (box.bounds.Contains(secondStart))
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secondStart += outDir * (radius + 0.02f);
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else
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break;
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}
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Vector3 secondEnd = secondStart + outDir * leg;
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// Trim second leg if it hits something early
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if (Physics.SphereCast(secondStart, radius, outDir, out var h2, leg, collisionMask, queryTriggerMode))
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{
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if (!(h2.collider && h2.collider.GetComponentInParent<LaserBeam>() == this))
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