using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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public class MagicBeamScript : MonoBehaviour {
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[Header("Prefabs")]
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public GameObject[] beamLineRendererPrefab;
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public GameObject[] beamStartPrefab;
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public GameObject[] beamEndPrefab;
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private int currentBeam = 0;
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private GameObject beamStart;
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private GameObject beamEnd;
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private GameObject beam;
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private LineRenderer line;
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[Header("Adjustable Variables")]
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public float beamEndOffset = 1f; //How far from the raycast hit point the end effect is positioned
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public float textureScrollSpeed = 8f; //How fast the texture scrolls along the beam
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public float textureLengthScale = 3; //Length of the beam texture
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[Header("Put Sliders here (Optional)")]
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public Slider endOffSetSlider; //Use UpdateEndOffset function on slider
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public Slider scrollSpeedSlider; //Use UpdateScrollSpeed function on slider
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[Header("Put UI Text object here to show beam name")]
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public Text textBeamName;
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// Use this for initialization
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void Start()
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{
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if (textBeamName)
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textBeamName.text = beamLineRendererPrefab[currentBeam].name;
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if (endOffSetSlider)
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endOffSetSlider.value = beamEndOffset;
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if (scrollSpeedSlider)
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scrollSpeedSlider.value = textureScrollSpeed;
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}
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// Update is called once per frame
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void Update()
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{
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if (Input.GetKeyDown(KeyCode.Escape))
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Application.Quit();
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if (Input.GetMouseButtonDown(0))
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{
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beamStart = Instantiate(beamStartPrefab[currentBeam], new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
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beamEnd = Instantiate(beamEndPrefab[currentBeam], new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
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beam = Instantiate(beamLineRendererPrefab[currentBeam], new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
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line = beam.GetComponent<LineRenderer>();
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}
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if (Input.GetMouseButtonUp(0))
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{
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Destroy(beamStart);
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Destroy(beamEnd);
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Destroy(beam);
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}
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if (Input.GetMouseButton(0))
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{
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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if (Physics.Raycast(ray.origin, ray.direction, out hit))
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{
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Vector3 tdir = hit.point - transform.position;
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ShootBeamInDir(transform.position, tdir);
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}
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}
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if (Input.GetKeyDown(KeyCode.RightArrow)) //4 next if commands are just hotkeys for cycling beams
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{
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nextBeam();
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}
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if (Input.GetKeyDown(KeyCode.D))
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{
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nextBeam();
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}
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if (Input.GetKeyDown(KeyCode.A))
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{
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previousBeam();
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}
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else if (Input.GetKeyDown(KeyCode.LeftArrow))
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{
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previousBeam();
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}
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}
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public void nextBeam() // Next beam
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{
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if (currentBeam < beamLineRendererPrefab.Length - 1)
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currentBeam++;
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else
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currentBeam = 0;
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if (textBeamName)
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textBeamName.text = beamLineRendererPrefab[currentBeam].name;
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}
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public void previousBeam() // Previous beam
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{
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if (currentBeam > - 0)
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currentBeam--;
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else
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currentBeam = beamLineRendererPrefab.Length - 1;
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if (textBeamName)
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textBeamName.text = beamLineRendererPrefab[currentBeam].name;
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}
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public void UpdateEndOffset()
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{
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beamEndOffset = endOffSetSlider.value;
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}
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public void UpdateScrollSpeed()
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{
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textureScrollSpeed = scrollSpeedSlider.value;
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}
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void ShootBeamInDir(Vector3 start, Vector3 dir)
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{
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line.positionCount = 2;
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line.SetPosition(0, start);
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beamStart.transform.position = start;
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Vector3 end = Vector3.zero;
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RaycastHit hit;
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if (Physics.Raycast(start, dir, out hit))
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end = hit.point - (dir.normalized * beamEndOffset);
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else
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end = transform.position + (dir * 100);
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beamEnd.transform.position = end;
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line.SetPosition(1, end);
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beamStart.transform.LookAt(beamEnd.transform.position);
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beamEnd.transform.LookAt(beamStart.transform.position);
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float distance = Vector3.Distance(start, end);
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line.sharedMaterial.mainTextureScale = new Vector2(distance / textureLengthScale, 1);
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line.sharedMaterial.mainTextureOffset -= new Vector2(Time.deltaTime * textureScrollSpeed, 0);
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}
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}
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