diff --git a/unity_Project/Assets/Character/Character_Animation.controller b/unity_Project/Assets/Character/Character_Animation.controller index fccf1b3..3295d59 100644 Binary files a/unity_Project/Assets/Character/Character_Animation.controller and b/unity_Project/Assets/Character/Character_Animation.controller differ diff --git a/unity_Project/Assets/Materials/Laser.mat b/unity_Project/Assets/Materials/Laser.mat index ff8978c..ad10b52 100644 Binary files a/unity_Project/Assets/Materials/Laser.mat and b/unity_Project/Assets/Materials/Laser.mat differ diff --git a/unity_Project/Assets/Scripts/MagnetLaser.cs b/unity_Project/Assets/Scripts/MagnetLaser.cs index 744094f..56fa56f 100644 --- a/unity_Project/Assets/Scripts/MagnetLaser.cs +++ b/unity_Project/Assets/Scripts/MagnetLaser.cs @@ -4,11 +4,18 @@ using System.Collections; public class MagnetLaser : MonoBehaviour { private LineRenderer lr; + public GameObject player; + public GameObject rodstart; + public int segments; + public float randomSize; + private magnetGun gun; // Use this for initialization void Start () { + gun = player.GetComponent (); lr = GetComponent (); + } @@ -17,24 +24,37 @@ public class MagnetLaser : MonoBehaviour { // Update is called once per frame void Update () { + if (gun.GravityTarget != null) { + lr.enabled = true; + lr.SetVertexCount(segments+1); + lr.SetPosition(0, rodstart.transform.position); + lr.SetPosition (segments,gun.GravityTarget.transform.position); + + Vector3 normalizedV =(gun.GravityTarget.transform.position - player.transform.position); + float distance = normalizedV.magnitude; + //normalizedV.Normalize(); + for (int i = 1; i