Commit 525b88d4 authored by 18김민수's avatar 18김민수

Added a collider to every line.

parent b3dc240e
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......@@ -393,7 +393,8 @@ MonoBehaviour:
m_Name:
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type: 3}
--- !u!120 &818789542
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......@@ -409,7 +410,7 @@ LineRenderer:
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......@@ -436,7 +437,7 @@ LineRenderer:
- {x: 0, y: 0, z: 1}
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widthMultiplier: 1.5
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......@@ -497,103 +498,11 @@ Transform:
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......@@ -9,15 +9,14 @@ public class PathRenderer : MonoBehaviour
[SerializeField]
Square square;
[SerializeField]
GameObject PathCollider;
GameObject PathColliderPrefab;
LineRenderer _pathRenderer;
float _zPosition => square.transform.position.z;
float _originalPathColliderY;
// Start is called before the first frame update
void Start()
{
_originalPathColliderY = PathCollider.transform.localScale.y;
_originalPathColliderY = PathColliderPrefab.transform.localScale.y;
_pathRenderer = GetComponent<LineRenderer>();
_ResetPaths();
......@@ -35,7 +34,6 @@ public class PathRenderer : MonoBehaviour
{
if (Input.GetKey(KeyCode.LeftShift))
{
Debug.Log("asdf");
_DrawMorePath(hit.point);
}
else
......@@ -60,11 +58,10 @@ public class PathRenderer : MonoBehaviour
private void _DrawOnePath(Vector3 point)
{
_ResetPaths();
point.z = _zPosition;
square.pathList[0] = transform.position;
square.pathList[1] = point;
_pathRenderer.SetPositions(square.pathList.ToArray());
_modifyCapsule();
_InstantiatePathCollider(0);
}
private void _ResetPaths()
......@@ -72,30 +69,34 @@ public class PathRenderer : MonoBehaviour
_pathRenderer.positionCount = 2;
square.pathList.Clear();
square.pathList.Add(transform.position);
square.pathList.Add(new Vector3(0, 0, _zPosition));
square.pathList.Add(new Vector3(0, 0, 0));
_pathRenderer.SetPositions(square.pathList.ToArray());
for (int i = 0; i < transform.childCount; i++)
Destroy(transform.GetChild(i).gameObject);
}
private void _DrawMorePath(Vector3 point)
{
point.z = _zPosition;
square.pathList.Add(point);
_pathRenderer.positionCount = square.pathList.Count();
_pathRenderer.SetPositions(square.pathList.ToArray());
_InstantiatePathCollider(square.pathList.Count() - 2);
}
private void _modifyCapsule()
private void _InstantiatePathCollider(int n)
{
PathCollider.transform.localScale = new Vector3(2, _originalPathColliderY, 0);
PathCollider.transform.eulerAngles = new Vector3(0, 0,
var _pathCollider = Instantiate(PathColliderPrefab, transform);
_pathCollider.name = "PathCollider-" + n;
_pathCollider.transform.localScale = new Vector3(2, _originalPathColliderY, 0);
_pathCollider.transform.eulerAngles = new Vector3(0, 0,
(float)Constants.RadianToDegree(Mathf.PI / 2 +
Mathf.Atan
(square.GetTangent(
square.GetNthPath(0)))));
square.GetNthPath(n)))));
float _newY = square.GetNthPath(0).magnitude;
PathCollider.transform.localScale = new Vector3(2, _newY * _originalPathColliderY, 0);
float _newY = square.GetNthPath(n).magnitude;
_pathCollider.transform.localScale = new Vector3(2, _newY * _originalPathColliderY, 0);
PathCollider.transform.position = square.GetNthPath(0) / 2;
_pathCollider.transform.position = (square.pathList[n] + square.pathList[n + 1]) / 2;
}
}
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