Created
December 20, 2011 14:39
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A beam that can be reflected multiple times
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class ReflectiveBeam : MonoBehaviour | |
{ | |
[SerializeField] protected LineRenderer m_LineRenderer; | |
[SerializeField] protected float m_MaximumDistance = 10.0f; | |
[SerializeField] protected int m_NumBounces = 10; | |
protected void Update() | |
{ | |
var vertices = CalculateBeam(); | |
m_LineRenderer.SetVertexCount(vertices.Count); | |
for(int i = 0; i < vertices.Count; ++i) | |
m_LineRenderer.SetPosition(i, vertices[i]); | |
} | |
protected List<Vector3> CalculateBeam() | |
{ | |
var vertices = new List<Vector3>(); | |
Vector3 position = transform.position; | |
Vector3 direction = transform.forward; | |
vertices.Add(position); | |
int numBounces = m_NumBounces; | |
float remainingDistance = m_MaximumDistance; | |
RaycastHit hit; | |
while(--numBounces > 0 && remainingDistance > 0.0f && Physics.Raycast(position, direction, out hit, remainingDistance)) | |
{ | |
remainingDistance -= (hit.point - position).magnitude; | |
vertices.Add(hit.point - direction * 0.1f); | |
position = hit.point; | |
direction = Vector3.Reflect(direction, hit.normal); | |
vertices.Add(hit.point + direction * 0.1f); | |
} | |
if(numBounces > 0) | |
vertices.Add(position + direction.normalized * remainingDistance); | |
return vertices; | |
} | |
} |
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