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(); } 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); } } }