- using UnityEngine;
- using System.Collections;
-
- public class MagnetLaser : MonoBehaviour {
-
- private LineRenderer lr;
- public GameObject player;
- public GameObject rodStart;
- public GameObject magnetSparkles;
- public int segments;
- public float randomSize;
- private magnetGun gun;
-
-
- // Use this for initialization
- void Start () {
- gun = player.GetComponent<magnetGun> ();
- lr = GetComponent<LineRenderer> ();
-
- }
-
-
-
-
- // Update is called once per frame
- void Update () {
-
- if (gun.GravityTarget != null) {
- if (magnetSparkles != null)
- magnetSparkles.SetActive(true);
-
-
- 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<segments; i++){
- Debug.Log(i);
- Vector3 point = player.transform.position + (normalizedV/segments)*i;
- //startPos.y + (endPos.y - startPos.y) / dis
-
- point.x += Random.Range(-randomSize,randomSize);
- point.y += Random.Range(-randomSize,randomSize);
- point.z += Random.Range(-randomSize,randomSize);
-
- lr.SetPosition(i,point);
- }
-
-
- } else {
- lr.enabled = false;
- if (magnetSparkles != null)
- magnetSparkles.SetActive(false);
- }
-
-
-
- }
-
-
-
-
- }
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