54 lines
1.4 KiB
C#
54 lines
1.4 KiB
C#
|
using UnityEngine;
|
|||
|
|
|||
|
namespace VLB_Samples
|
|||
|
{
|
|||
|
[RequireComponent(typeof(Collider), typeof(Rigidbody), typeof(MeshRenderer))]
|
|||
|
public class CheckIfInsideBeam : MonoBehaviour
|
|||
|
{
|
|||
|
bool isInsideBeam = false;
|
|||
|
Material m_Material = null;
|
|||
|
Collider m_Collider = null;
|
|||
|
|
|||
|
void Start()
|
|||
|
{
|
|||
|
m_Collider = GetComponent<Collider>();
|
|||
|
Debug.Assert(m_Collider);
|
|||
|
|
|||
|
var meshRenderer = GetComponent<MeshRenderer>();
|
|||
|
if (meshRenderer)
|
|||
|
m_Material = meshRenderer.material;
|
|||
|
Debug.Assert(m_Material);
|
|||
|
}
|
|||
|
|
|||
|
void Update()
|
|||
|
{
|
|||
|
if (m_Material)
|
|||
|
{
|
|||
|
m_Material.SetColor("_Color", isInsideBeam ? Color.green : Color.red);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void FixedUpdate()
|
|||
|
{
|
|||
|
isInsideBeam = false;
|
|||
|
}
|
|||
|
|
|||
|
void OnTriggerStay(Collider trigger)
|
|||
|
{
|
|||
|
var dynamicOcclusion = trigger.GetComponent<VLB.DynamicOcclusionRaycasting>();
|
|||
|
|
|||
|
if (dynamicOcclusion)
|
|||
|
{
|
|||
|
// This GameObject is inside the beam's TriggerZone.
|
|||
|
// Make sure it's not hidden by an occluder
|
|||
|
isInsideBeam = !dynamicOcclusion.IsColliderHiddenByDynamicOccluder(m_Collider);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
isInsideBeam = true;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|