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69 lines
2.8 KiB
C#

//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using UnityEngine;
using System.Collections;
namespace Valve.VR.InteractionSystem.Sample
{
public class TargetHitEffect : MonoBehaviour
{
public Collider targetCollider;
public GameObject spawnObjectOnCollision;
public bool colorSpawnedObject = true;
public bool destroyOnTargetCollision = true;
private void OnCollisionEnter(Collision collision)
{
if (collision.collider == targetCollider)
{
ContactPoint contact = collision.contacts[0];
RaycastHit hit;
float backTrackLength = 1f;
Ray ray = new Ray(contact.point - (-contact.normal * backTrackLength), -contact.normal);
if (collision.collider.Raycast(ray, out hit, 2))
{
if (colorSpawnedObject)
{
Renderer renderer = collision.gameObject.GetComponent<Renderer>();
Texture2D tex = (Texture2D)renderer.material.mainTexture;
Color color = tex.GetPixelBilinear(hit.textureCoord.x, hit.textureCoord.y);
if (color.r > 0.7f && color.g > 0.7f && color.b < 0.7f)
color = Color.yellow;
else if (Mathf.Max(color.r, color.g, color.b) == color.r)
color = Color.red;
else if (Mathf.Max(color.r, color.g, color.b) == color.g)
color = Color.green;
else
color = Color.yellow;
color *= 15f;
GameObject spawned = GameObject.Instantiate(spawnObjectOnCollision);
spawned.transform.position = contact.point;
spawned.transform.forward = ray.direction;
Renderer[] spawnedRenderers = spawned.GetComponentsInChildren<Renderer>();
for (int rendererIndex = 0; rendererIndex < spawnedRenderers.Length; rendererIndex++)
{
Renderer spawnedRenderer = spawnedRenderers[rendererIndex];
spawnedRenderer.material.color = color;
if (spawnedRenderer.material.HasProperty("_EmissionColor"))
{
spawnedRenderer.material.SetColor("_EmissionColor", color);
}
}
}
}
Debug.DrawRay(ray.origin, ray.direction, Color.cyan, 5, true);
if (destroyOnTargetCollision)
Destroy(this.gameObject);
}
}
}
}