From 8e04a34d95e82b8ee83ee1bfc39871b2f4a710f1 Mon Sep 17 00:00:00 2001
From: Guderian2nd <gshin3@live.com>
Date: Thu, 8 Aug 2019 03:47:32 +0900
Subject: [PATCH] Prepare for model-ui integration

---
 Assets/Scripts/PathRenderer.cs   | 10 ++++++++++
 Assets/Scripts/PlayerMovement.cs |  2 +-
 2 files changed, 11 insertions(+), 1 deletion(-)

diff --git a/Assets/Scripts/PathRenderer.cs b/Assets/Scripts/PathRenderer.cs
index d29586c..7cb775f 100644
--- a/Assets/Scripts/PathRenderer.cs
+++ b/Assets/Scripts/PathRenderer.cs
@@ -11,6 +11,8 @@ public class PathRenderer : MonoBehaviour
     Square square;
     [SerializeField]
     GameObject PathColliderPrefab;
+    [SerializeField]
+    Camera playercamera;
 
     LineRenderer _pathRenderer;
     float _originalPathColliderY;
@@ -31,6 +33,14 @@ public class PathRenderer : MonoBehaviour
             RaycastHit hit;
             var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 
+            if (Physics.Raycast(ray, out hit))
+            {
+                ray = playercamera.ViewportPointToRay(hit.textureCoord);
+                if (Physics.Raycast(ray, out hit))
+                {
+                                // hit should now contain information about what was hit through secondCamera
+                }
+            }
             if (Physics.Raycast(ray, out hit))
             {
                 if (Input.GetKey(KeyCode.LeftShift))
diff --git a/Assets/Scripts/PlayerMovement.cs b/Assets/Scripts/PlayerMovement.cs
index ee19d76..2dadb08 100644
--- a/Assets/Scripts/PlayerMovement.cs
+++ b/Assets/Scripts/PlayerMovement.cs
@@ -35,7 +35,7 @@ public class PlayerMovement : MonoBehaviour
         //transform.Translate(0.5f*Vector3.left * Mathf.Sin(2 * Mathf.PI * cnt / 480) * Time.fixedDeltaTime, Space.World);
 
         //v = (float)beta * Vector3.forward * Mathf.Cos(2 * Mathf.PI * cnt / 480) + (float)beta * Vector3.left * Mathf.Sin(2 * Mathf.PI * cnt / 480);
-        v = alpha.normalized * (alpha.magnitude * Time.time / Mathf.Sqrt(1.0f + (alpha.magnitude * Time.time) * (alpha.magnitude * Time.time)));
+        //v = alpha.normalized * (alpha.magnitude * Time.time / Mathf.Sqrt(1.0f + (alpha.magnitude * Time.time) * (alpha.magnitude * Time.time)));
 
         beta = v.magnitude / 1.0f;
 
-- 
2.22.0