Reputation: 811
In my Unity game (top-down 2D shooter) there are some enemies flying along a path (via DOTween). My player casts a ray into the scene in order to get an enemy-object right in front of the player. So far so good.
Now the problem is that I want only one enemy-object as a result, i.e. the raycast should stop when it hits an enemy-object for the very first time. How do I achieve this?
I need only one enemy-object hit by the raycast because there is a crosshair in my game and when the raycast starts and the enemies fly along the path the crosshair jumps forth and back (and I don't want this - the crosshair should stay at the first enemy hit by the raycast).
This is my code (attached to the player):
void FixedUpdate() {
//crosshair: Cast a ray straight up.
float _size = 12f;
Vector2 _direction = this.transform.up;
RaycastHit2D _hit = Physics2D.Raycast(this.transform.position, _direction, _size);
if (_hit.collider != null && _hit.collider.tag == "EnemyShipTag") {
// We touched something!
Vector2 target = new Vector2(_hit.collider.gameObject.transform.position.x, _hit.collider.gameObject.transform.position.y);
const float moveTime = 0.1f;
float step;
step = Vector2.Distance(crosshairGO.transform.position, target);
crosshairGO.transform.position = Vector2.MoveTowards(crosshairGO.transform.position, target, step / moveTime * Time.deltaTime);
Vector2 _pos3 = new Vector2(this.transform.position.x, crosshairGO.transform.position.y);
crosshairGO.transform.position = _pos3;
crosshairBegin = false;
} else {
// Nothing hit
Vector2 _pos2 = new Vector2(this.transform.position.x, 4.5f);
if (crosshairBegin) {
crosshairGO.transform.position = _pos2;
} else {
Vector2 _pos4 = new Vector2(this.transform.position.x, crosshairGO.transform.position.y);
crosshairGO.transform.position = _pos4;
}
}
}
Upvotes: 0
Views: 2932
Reputation: 21
If I understand you right. You could create a bool value and set it true after you hit something.
For example:
Vector2 _pos3 = new Vector2(this.transform.position.x, crosshairGO.transform.position.y);
crosshairGO.transform.position = _pos3;
crosshairBegin = false;
youHitSomething = true;
Before you create the ray you could write an if
if(!youHitSomething)
{
float _size = 12f;
Vector2 _direction = this.transform.up;
RaycastHit2D _hit = Physics2D.Raycast(this.transform.position, _direction, _size);
if (_hit.collider != null && _hit.collider.tag == "EnemyShipTag")
{
// We touched something!
// your Code
youHitSomething = true;
}
else
{
// Nothing hit
// your code
}
}
To let the ray cast again you could create a new method
public void ActivateRay()
{
youHitSomething = false;
}
Upvotes: 2