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using UnityEngine;
namespace ch.sycoforge.Decal.Demo;
public class AdvancedBulletHoles : MonoBehaviour
{
public EasyDecal DecalPrefab;
public GameObject ImpactParticles;
public float CastRadius = 0.25f;
private void Start()
{
if (DecalPrefab == null)
{
Debug.LogError("The AdvancedBulletHoles script has no decal prefab attached.");
}
EasyDecal.HideMesh = false;
}
private void Update()
{
if (!Input.GetMouseButtonUp(0))
{
return;
}
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (!Physics.Raycast(ray, out var hitInfo, 200f))
{
return;
}
GameObject receiver = hitInfo.collider.gameObject;
Vector3 point = hitInfo.point;
RaycastHit[] array = Physics.SphereCastAll(ray, CastRadius, Vector3.Distance(Camera.main.transform.position, point) + 2f);
Vector3 normal = hitInfo.normal;
if (array.Length > 0)
{
RaycastHit[] array2 = array;
for (int i = 0; i < array2.Length; i++)
{
RaycastHit raycastHit = array2[i];
Debug.DrawLine(ray.origin, raycastHit.point, Color.red);
normal += raycastHit.normal;
}
}
normal /= (float)(array.Length + 1);
EasyDecal.ProjectAt(DecalPrefab.gameObject, receiver, point, normal);
if (ImpactParticles != null)
{
Quaternion rotation = Quaternion.FromToRotation(Vector3.up, normal);
Object.Instantiate(ImpactParticles, point, rotation);
}
}
}
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