rabidus-test/Assets/Amazing Assets/Advanced Dissolve/Example Scenes/Tutorial Scenes/Files/Scripts/DissolveOnRaycast.cs

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2023-09-18 20:09:22 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
namespace AmazingAssets.AdvancedDissolve.ExampleScripts
{
public class DissolveOnRaycast : MonoBehaviour
{
public LayerMask layer;
void Update()
{
if (GetLeftMouseButtonDown())
{
Ray ray = Camera.main.ScreenPointToRay(GetMousePosition());
RaycastHit hit;
if (Physics.Raycast(ray, out hit, Mathf.Infinity, layer))
{
//Hit gamobject
GameObject target = hit.collider.gameObject;
//Assign dissolve animator script to the target object
AnimateCutoutAndDestroy script = target.GetComponent<AnimateCutoutAndDestroy>(); //Make sure there is no animator script attached
if (script == null)
{
//Add a little impulse to the rigidbody
if(hit.collider.attachedRigidbody != null)
hit.collider.attachedRigidbody.AddForce(ray.direction.normalized * Random.Range(4f, 8f), ForceMode.Impulse);
//Add dissolve properties animator script
script = target.AddComponent<AnimateCutoutAndDestroy>();
//Instantiate material and assign it to the script
script.material = target.GetComponent<Renderer>().material;
}
}
}
}
bool GetLeftMouseButtonDown()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current.leftButton.wasPressedThisFrame;
#else
return Input.GetMouseButtonDown(0);
#endif
}
Vector3 GetMousePosition()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current.position.ReadValue();
#else
return Input.mousePosition;
#endif
}
}
}