Reputation: 25
I am trying to recreate a simple laser puzzle mechanic like seen in The Talos Principle - where i have a laser emitter that i can move and rotate, and when the beam (raycast and LineRenderer
) hits a specific object, that object will become "active". However when the object is no longer being hit by a laser it should "deactivate".
I am having troubles with the Deactivate part. Is there a way to tell the object that it is no longer being hit by a raycast, or add a collider to the LineRenderer
maybe? Or some third way to tell the object that it is no longer being hit by any lasers.
Upvotes: 2
Views: 566
Reputation: 2385
When your target is hit by a raycast, you could use the RaycastHit reference to acquire a script and update the cooldown.
Lets say we have RaySender and RayReceiver.
RaySenderScript
public class RaySenderScript{
RaycastHit Hit;
void FixedUpdate(){
//SendRaycast and store in 'Hit'.
if (Hit.collider != null)
{ //If raycast hit a collider, attempt to acquire its receiver script.
RayReceiverScript = Hit.collider.gameObject.GetComponent<RayReceiverScript>();
if (RayReceiverScript != null)
{ //if receiver script acquired, hit it.
RayReceiverScript.HitWithRay();
}
}
}
}
RayReceiverScript
public class RayReceiverScript{
public float HitByRayRefreshTime = 1f;
float RayRunsOutTime;
public bool IsHitByRay = false;
void Start()
{ //Initialize run out time.
RayRunsOut = Time.time;
}
void Update()
{
if (Time.time > RayRunsOutTime)
{ //check if time run out, if it has, no longer being hit by ray.
IsHitByRay = false;
}
}
public void HitWithRay(){ //method activated by ray sender when hitting this target.
IsHitByRay = true;
RayRunsOutTime = Time.time + HitByRayRefreshTime;
}
}
Upvotes: 1
Reputation: 1097
Add all objects hit by laser to collection and check if current target is in this collection. If it is not there, then it is "deactivated".
Upvotes: 0