using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using VRTK;
public class RingBezierPointer : VRTK_BezierPointerRenderer
{
#region Read-Only Fields
///
/// Direction from Centre of ship to CameraRig
///
public Vector3 DownDirection => m_ring.getDownDirection(transform.position);
#endregion Read-Only Fields
#region Inspector Fields
[Header("Ring Settings")]
[SerializeField, Tooltip("Reference to the Ship which is being teleported on. If left empty will try and find one in scene")]
private RotationController m_ring;
#endregion Inspector Fields
protected override void OnEnable()
{
base.OnEnable();
if (m_ring == null)
m_ring = FindObjectOfType();
}
protected override Vector3 ProjectDownBeam(Vector3 jointPosition)
{
Vector3 downPosition = Vector3.zero;
Ray projectedBeamDownRaycast = new Ray(jointPosition, DownDirection);
RaycastHit collidedWith;
bool downRayHit = VRTK_CustomRaycast.Raycast(customRaycast, projectedBeamDownRaycast, out collidedWith, defaultIgnoreLayer, maximumLength.y);
if (!downRayHit || (destinationHit.collider && destinationHit.collider != collidedWith.collider))
{
if (destinationHit.collider != null)
{
PointerExit(destinationHit);
}
destinationHit = new RaycastHit();
downPosition = projectedBeamDownRaycast.GetPoint(0f);
}
if (downRayHit)
{
downPosition = projectedBeamDownRaycast.GetPoint(collidedWith.distance);
PointerEnter(collidedWith);
destinationHit = collidedWith;
}
return downPosition;
}
}