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

Added a collider to every line.

parent b3dc240e
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...@@ -360,7 +360,7 @@ Transform: ...@@ -360,7 +360,7 @@ Transform:
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...@@ -393,7 +393,8 @@ MonoBehaviour: ...@@ -393,7 +393,8 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
square: {fileID: 1577789449} square: {fileID: 1577789449}
PathCollider: {fileID: 1059381751} PathColliderPrefab: {fileID: 8684657376034186961, guid: bf9de3c1290fd0749b383f44c1e706f8,
type: 3}
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LineRenderer: LineRenderer:
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...@@ -409,7 +410,7 @@ LineRenderer: ...@@ -409,7 +410,7 @@ LineRenderer:
m_LightProbeUsage: 0 m_LightProbeUsage: 0
m_ReflectionProbeUsage: 0 m_ReflectionProbeUsage: 0
m_RenderingLayerMask: 1 m_RenderingLayerMask: 1
m_RendererPriority: 0 m_RendererPriority: 1
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...@@ -436,7 +437,7 @@ LineRenderer: ...@@ -436,7 +437,7 @@ LineRenderer:
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...@@ -9,15 +9,14 @@ public class PathRenderer : MonoBehaviour ...@@ -9,15 +9,14 @@ public class PathRenderer : MonoBehaviour
[SerializeField] [SerializeField]
Square square; Square square;
[SerializeField] [SerializeField]
GameObject PathCollider; GameObject PathColliderPrefab;
LineRenderer _pathRenderer; LineRenderer _pathRenderer;
float _zPosition => square.transform.position.z;
float _originalPathColliderY; float _originalPathColliderY;
// Start is called before the first frame update // Start is called before the first frame update
void Start() void Start()
{ {
_originalPathColliderY = PathCollider.transform.localScale.y; _originalPathColliderY = PathColliderPrefab.transform.localScale.y;
_pathRenderer = GetComponent<LineRenderer>(); _pathRenderer = GetComponent<LineRenderer>();
_ResetPaths(); _ResetPaths();
...@@ -35,7 +34,6 @@ public class PathRenderer : MonoBehaviour ...@@ -35,7 +34,6 @@ public class PathRenderer : MonoBehaviour
{ {
if (Input.GetKey(KeyCode.LeftShift)) if (Input.GetKey(KeyCode.LeftShift))
{ {
Debug.Log("asdf");
_DrawMorePath(hit.point); _DrawMorePath(hit.point);
} }
else else
...@@ -60,11 +58,10 @@ public class PathRenderer : MonoBehaviour ...@@ -60,11 +58,10 @@ public class PathRenderer : MonoBehaviour
private void _DrawOnePath(Vector3 point) private void _DrawOnePath(Vector3 point)
{ {
_ResetPaths(); _ResetPaths();
point.z = _zPosition;
square.pathList[0] = transform.position; square.pathList[0] = transform.position;
square.pathList[1] = point; square.pathList[1] = point;
_pathRenderer.SetPositions(square.pathList.ToArray()); _pathRenderer.SetPositions(square.pathList.ToArray());
_modifyCapsule(); _InstantiatePathCollider(0);
} }
private void _ResetPaths() private void _ResetPaths()
...@@ -72,30 +69,34 @@ public class PathRenderer : MonoBehaviour ...@@ -72,30 +69,34 @@ public class PathRenderer : MonoBehaviour
_pathRenderer.positionCount = 2; _pathRenderer.positionCount = 2;
square.pathList.Clear(); square.pathList.Clear();
square.pathList.Add(transform.position); 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()); _pathRenderer.SetPositions(square.pathList.ToArray());
for (int i = 0; i < transform.childCount; i++)
Destroy(transform.GetChild(i).gameObject);
} }
private void _DrawMorePath(Vector3 point) private void _DrawMorePath(Vector3 point)
{ {
point.z = _zPosition;
square.pathList.Add(point); square.pathList.Add(point);
_pathRenderer.positionCount = square.pathList.Count(); _pathRenderer.positionCount = square.pathList.Count();
_pathRenderer.SetPositions(square.pathList.ToArray()); _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); var _pathCollider = Instantiate(PathColliderPrefab, transform);
PathCollider.transform.eulerAngles = new Vector3(0, 0, _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 + (float)Constants.RadianToDegree(Mathf.PI / 2 +
Mathf.Atan Mathf.Atan
(square.GetTangent( (square.GetTangent(
square.GetNthPath(0))))); square.GetNthPath(n)))));
float _newY = square.GetNthPath(0).magnitude; float _newY = square.GetNthPath(n).magnitude;
PathCollider.transform.localScale = new Vector3(2, _newY * _originalPathColliderY, 0); _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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