TheKingsRace/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/Blink.cs
2021-12-03 13:17:12 -06:00

103 lines
2.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using MLAPI;
using UnityEngine;
public class Blink : NetworkBehaviour {
// Start is called before the first frame update
private Camera cam;
public CharacterController controller;
//Blink Variables
private LineRenderer beam;
private Vector3 origin;
private Vector3 endPoint;
private Vector3 mousePos;
private RaycastHit hit;
LayerMask ignoreP;
/////
private void Awake()
{
beam = gameObject.AddComponent<LineRenderer>();
beam.startWidth = 0.2f;
beam.endWidth = 0.2f;
beam.enabled = false;
ignoreP = LayerMask.GetMask("Player");
controller = GetComponent<CharacterController>();
}
void Start(){
// Grab the main camera.
//camera transform
cam = GetComponentInChildren<Camera>();
}
//ADJUST SO DISTANCE IS DETERMINED BY SCROLL WHEEL
//blinks the player forwards
private void BlinkMove()
{
if (!IsLocalPlayer) { return; }
if (Input.GetMouseButton(1))
{
// Finding the origin and end point of laser.
origin = transform.position + transform.forward * transform.lossyScale.z;
// Finding mouse pos in 3D space.
mousePos = Input.mousePosition;
mousePos.z = 20f;
endPoint = cam.ScreenToWorldPoint(mousePos);
// Find direction of beam.
Vector3 dir = endPoint - origin;
dir.Normalize();
// Are we hitting any colliders?
if (Physics.Raycast(origin, dir, out hit, 20f))
{
// If yes, then set endpoint to hit-point.
endPoint = hit.point;
}
// Set end point of laser.
beam.SetPosition(0, origin);
beam.SetPosition(1, endPoint);
// Draw the laser!
beam.enabled = true;
/*Ray ray = camera.ScreenPointToRay(Input.mousePosition);
RaycastHit raycastHit;
if (Physics.Raycast(ray, out raycastHit, 5.0f)){
LineRenderer.SetPosition(1, raycastHit.point);
}*/
}
else if (!Input.GetMouseButton(1) && beam.enabled == true)
{
beam.enabled = false;
//if teleporting due to hit to object, bump them a bit outside normal
if (hit.point != null)
{
transform.position = endPoint + hit.normal * 1.25f;
}
//if teleporting in the air or something, just spawn at endpoint
else
{
transform.position = endPoint;
}
//reenable character controller
}
}
}