468 lines
14 KiB
C#
468 lines
14 KiB
C#
using UnityEngine;
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[RequireComponent(typeof(LineRenderer))]
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public class LaserBeam : MonoBehaviour
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{
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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;
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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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public Color warningColor = new Color(1f, 0.5f, 0f); // Orange
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public float laserWidth = 0.05f;
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public float emissionStrength = 5f;
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public float scrollSpeed = 1f;
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[Header("Player Hit")]
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public string playerTag = "Player";
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[Tooltip("Approximate beam thickness for hit tests.")]
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public float hitRadius = 0.1f;
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[Tooltip("Should raycasts consider trigger colliders? (Player often uses triggers)")]
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public QueryTriggerInteraction queryTriggerMode = QueryTriggerInteraction.Collide;
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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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[Tooltip("If true, the intro beam can kill the player too.")]
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public bool introIsDeadly = true;
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[Header("Debug")]
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public bool debugDraw = false;
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private LineRenderer line;
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private float timer = 0f;
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private enum LaserState { Idle, Charging, Firing }
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private LaserState currentState = LaserState.Idle;
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private Vector3 laserStart;
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private Vector3 laserEnd;
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private bool introRunning = false;
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private bool hasTriggeredDeathThisBurst = false;
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// cache root to ignore self-hits
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Transform _selfRoot;
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[Header("Deflection")]
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public bool enableDeflection = true;
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public string deflectTag = "Box";
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[Tooltip("How far the beam travels after deflection.")]
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public float deflectDistance = 10f;
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[Tooltip("Push along the deflected direction to avoid re-hitting the same face.")]
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public float deflectEdgePush = 0.02f;
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// runtime cache so the left/right choice doesn't flicker
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Collider _currentDeflectCol;
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int _currentDeflectSign = 1; // +1 = right, -1 = left
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bool _isDeflecting;
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Vector3 _bouncePoint;
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Vector3 _bounceEnd;
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[Header("Deflection (Box side center)")]
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[Tooltip("Tiny push so the second segment isn't inside the face.")]
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// runtime
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bool _segmented;
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[Header("Deflection (Box side center)")]
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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; // push outward from side face
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public float entryPush = 0.005f; // push outward from front face so it shows
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// runtime
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bool _routeViaSide;
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Vector3 _entryPoint; // front-face hit
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Vector3 _midPoint; // side-face center
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Collider _lastBox;
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int _sideSign = 1; // -1 = left, +1 = right (box local right axis)
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void Awake()
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{
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_selfRoot = transform.root;
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SetupLaserRenderer();
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}
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void Start()
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{
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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 (introRunning) return;
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timer += Time.deltaTime;
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switch (currentState)
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{
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case LaserState.Idle:
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hasTriggeredDeathThisBurst = false; // reset per cycle
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if (timer >= chargeDuration)
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{
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timer = 0f;
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currentState = LaserState.Charging;
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StartCharging();
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}
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break;
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case LaserState.Charging:
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if (timer >= 1f)
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{
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timer = 0f;
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currentState = LaserState.Firing;
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FireLaser();
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}
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else
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{
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BlinkWarning();
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}
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break;
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case LaserState.Firing:
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if (timer >= fireDuration)
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{
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timer = 0f;
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currentState = LaserState.Idle;
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DisableLaser();
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}
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else
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{
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UpdateLaserPath();
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CheckHit();
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}
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break;
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}
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if (debugDraw)
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{
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Debug.DrawLine(laserStart, laserEnd, Color.cyan, 0f, false);
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}
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}
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// ---------------- Intro show ----------------
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System.Collections.IEnumerator IntroShow()
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{
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introRunning = true;
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float t = 0f;
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line.enabled = true;
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SetLineColor(laserColor);
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hasTriggeredDeathThisBurst = false;
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while (t < initialShowDuration)
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{
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UpdateLaserPath();
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if (introIsDeadly && !hasTriggeredDeathThisBurst)
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CheckHit();
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t += Time.deltaTime;
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yield return null;
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}
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line.enabled = false;
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timer = 0f;
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currentState = LaserState.Idle;
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introRunning = false;
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}
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// ---------------- States ----------------
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void StartCharging()
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{
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UpdateLaserPath();
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line.enabled = true;
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SetLineColor(warningColor);
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}
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void BlinkWarning()
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{
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float blink = Mathf.PingPong(Time.time * 5f, 1f);
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Color blinkColor = Color.Lerp(Color.clear, warningColor, blink);
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SetLineColor(blinkColor);
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}
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void FireLaser()
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{
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UpdateLaserPath();
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SetLineColor(laserColor);
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hasTriggeredDeathThisBurst = false;
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CheckHit(); // initial frame
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}
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void DisableLaser()
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{
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line.enabled = false;
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}
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// ---------------- Hit Detection (robust) ----------------
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//void CheckHit()
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//{
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// if (hasTriggeredDeathThisBurst) return;
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// Vector3 dir = (laserEnd - laserStart).normalized;
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// float distToEnd = Vector3.Distance(laserStart, laserEnd);
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// // Cast along visible beam, then pick the nearest valid hit
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// RaycastHit[] hits = Physics.SphereCastAll(
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// laserStart, hitRadius, dir,
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// distToEnd, collisionMask, queryTriggerMode
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// );
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// if (hits == null || hits.Length == 0) return;
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// float bestDist = float.MaxValue;
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// Transform best = null;
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// foreach (var h in hits)
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// {
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// // Ignore self (any collider in our own hierarchy)
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// if (h.collider && h.collider.GetComponentInParent<LaserBeam>() == this)
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// continue;
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// // Keep the nearest hit under our visible segment
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// if (h.distance < bestDist)
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// {
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// bestDist = h.distance;
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// best = h.collider.transform;
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// }
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// }
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// if (best == null) return;
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// // Player detection: check both object and its root
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// bool isPlayer =
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// best.CompareTag(playerTag) ||
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// (best.root != null && best.root.CompareTag(playerTag));
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// if (isPlayer)
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// {
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// Debug.Log("Laser hit player: " + best.name);
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// hasTriggeredDeathThisBurst = true;
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// CrateEscapeGameManager.Instance?.OnPlayerHitByLaser();
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// }
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//}
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void CheckHit()
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{
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if (hasTriggeredDeathThisBurst) return;
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bool CheckSegment(Vector3 a, Vector3 b)
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{
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Vector3 d = b - a;
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float len = d.magnitude;
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if (len <= 0.0001f) return false;
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d /= len;
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var hits = Physics.SphereCastAll(a, hitRadius, d, len, collisionMask, queryTriggerMode);
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if (hits == null || hits.Length == 0) return false;
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float best = float.MaxValue;
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Transform bestT = 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.distance < best) { best = h.distance; bestT = h.collider.transform; }
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}
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if (!bestT) return false;
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bool isPlayer = bestT.CompareTag(playerTag) || (bestT.root && bestT.root.CompareTag(playerTag));
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if (isPlayer)
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{
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hasTriggeredDeathThisBurst = true;
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CrateEscapeGameManager.Instance?.OnPlayerHitByLaser();
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return true;
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}
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return false;
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}
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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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}
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else
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{
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CheckSegment(laserStart, laserEnd);
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}
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}
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void UpdateLaserPath()
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{
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laserStart = transform.position;
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Vector3 dir = transform.forward;
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float radius = Mathf.Max(0.0001f, hitRadius);
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// first: straight cast to find the first collider
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RaycastHit[] hits = Physics.SphereCastAll(laserStart, radius, dir, maxDistance, collisionMask, queryTriggerMode);
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Vector3 straightEnd = laserStart + dir * maxDistance;
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RaycastHit bestHit = default;
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float bestDist = float.MaxValue;
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bool gotHit = false;
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if (hits != null)
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{
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foreach (var h in hits)
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{
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if (!h.collider) continue;
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if (h.collider.GetComponentInParent<LaserBeam>() == this) continue;
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if (h.distance < bestDist)
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{
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bestDist = h.distance;
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bestHit = h;
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gotHit = true;
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straightEnd = h.point;
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}
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}
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}
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// default: straight line
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_routeViaSide = false;
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laserEnd = straightEnd;
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line.positionCount = 2;
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line.SetPosition(0, laserStart);
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line.SetPosition(1, laserEnd);
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// route via side center only for tagged Box with a BoxCollider
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if (!deflectFromBoxSides || !gotHit || !bestHit.collider.CompareTag(boxTag))
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return;
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var box = bestHit.collider.GetComponent<BoxCollider>();
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if (!box) return;
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// choose/stabilize left/right per box
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if (_lastBox != bestHit.collider)
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{
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_lastBox = bestHit.collider;
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_sideSign = (Random.value < 0.5f) ? -1 : 1;
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}
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Transform t = box.transform;
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// 1) ENTRY POINT on the FRONT face (push a hair outward so it's visible)
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_entryPoint = bestHit.point + bestHit.normal * entryPush;
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// 2) SIDE-CENTER (left/right in box local space), and outward direction
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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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// 3) SECOND LEG: from side-center outward
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// remaining distance after traveling to entry + to side-center
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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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Vector3 secondEnd = secondStart + outDir * leg;
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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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secondEnd = h2.point;
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}
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// draw the full polyline: START -> ENTRY -> SIDE-CENTER -> OUT
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_routeViaSide = true;
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laserEnd = secondEnd;
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line.positionCount = 4;
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line.SetPosition(0, laserStart);
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line.SetPosition(1, _entryPoint);
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line.SetPosition(2, _midPoint);
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line.SetPosition(3, laserEnd);
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}
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//void UpdateLaserPath()
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//{
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// laserStart = transform.position;
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// Vector3 dir = transform.forward;
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// // SphereCast to find the FIRST valid hit along the visible beam,
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// // ignoring ONLY this laser's own colliders.
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// float radius = Mathf.Max(0.0001f, hitRadius);
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// RaycastHit[] hits = Physics.SphereCastAll(
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// laserStart, radius, dir, maxDistance, collisionMask, queryTriggerMode
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// );
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// Vector3 end = laserStart + dir * maxDistance;
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// float bestDist = float.MaxValue;
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// if (hits != null && hits.Length > 0)
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// {
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// foreach (var h in hits)
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// {
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// if (!h.collider) continue;
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// // Ignore ONLY this LaserBeam's colliders (not the whole root/level)
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// if (h.collider.GetComponentInParent<LaserBeam>() == this)
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// continue;
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// if (h.distance < bestDist)
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// {
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// bestDist = h.distance;
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// end = h.point;
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// }
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// }
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// }
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// laserEnd = end;
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// line.SetPosition(0, laserStart);
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// line.SetPosition(1, laserEnd);
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//}
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// ---------------- Utils ----------------
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void SetLineColor(Color c)
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{
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line.material.color = c;
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line.startColor = c;
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line.endColor = c;
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}
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public void SetupLaserRenderer()
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{
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line = GetComponent<LineRenderer>();
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if (!line) line = gameObject.AddComponent<LineRenderer>();
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line.positionCount = 2;
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line.useWorldSpace = true;
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line.loop = false;
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line.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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line.receiveShadows = false;
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line.widthMultiplier = laserWidth;
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Shader laserShader = Shader.Find("Custom/EmissiveLaser");
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if (laserShader != null)
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{
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Material laserMat = new Material(laserShader);
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laserMat.SetColor("_Color", laserColor);
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laserMat.SetFloat("_Emission", emissionStrength);
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laserMat.SetFloat("_ScrollSpeed", scrollSpeed);
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line.material = laserMat;
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}
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else
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{
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Debug.LogWarning("Custom/EmissiveLaser shader not found. Using fallback.");
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line.material = new Material(Shader.Find("Sprites/Default"));
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line.material.color = laserColor;
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}
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line.enabled = false;
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}
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void OnDrawGizmosSelected()
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{
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if (!debugDraw) return;
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Gizmos.color = Color.magenta;
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Gizmos.DrawWireSphere(transform.position, hitRadius);
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}
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}
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