add ckg
plantilla base para movimiento básico
This commit is contained in:
@@ -0,0 +1,595 @@
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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public class handsOnSurfaceIKSystem : OnAnimatorIKComponent
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{
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[Header ("Main Settings")]
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[Space]
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public bool adjustHandsToSurfacesEnabled = true;
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public LayerMask layerToAdjustHandsToSurfaces;
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public float movementSpeedLerpSpeed = 2;
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public float waitTimeAfterGroundToCheckSurface = 1.5f;
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public float waitTimeAfterCrouchToCheckSurface = 1.5f;
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public float weightLerpSpeed = 6;
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public float maxHandsDistance = 3;
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public float minMovingInputToUseWalkSpeed = 0.5f;
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public float minIKWeightToUseWalkSpeed = 0.4f;
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public bool pauseHandsOnSurfaceIfCloseCombatActive;
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[Space]
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[Header ("Hands Info List Settings")]
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[Space]
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public List<handsToSurfaceInfo> handsToSurfaceInfoList = new List<handsToSurfaceInfo> ();
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[Space]
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[Header ("Debug")]
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[Space]
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public bool usingHands;
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public bool adjustHandsPaused;
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public bool smoothBusyDisableActive;
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public bool handsCheckPausedWithDelayActive;
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public bool isBusy;
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[Space]
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[Header ("Gizmo Settings")]
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[Space]
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public bool showGizmo;
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public Color gizmoColor = Color.white;
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public float gizmoRadius;
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[Space]
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[Header ("Component Elements")]
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[Space]
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public Animator animator;
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public IKSystem IKManager;
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public playerController playerControllerManager;
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public Transform playerTransform;
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handsToSurfaceInfo currentHandInfo;
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Vector3 rayDirection;
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RaycastHit hit;
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float movementSpeed;
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float currentMovementSpeed;
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bool isThirdPersonView;
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bool onGround;
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bool movingOnPlatformActive;
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bool dead;
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bool groundChecked;
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float lastTimeOnGround;
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bool crouchingChecked;
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float lastTimeCrouch;
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Vector3 currentPositionCenter;
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float currentRotationSpeed;
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float originalWeightLerpSpeed;
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bool crouching;
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Transform rightHandTransform;
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Transform leftHandTransform;
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bool isRightHand;
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multipleRayInfo currentMultipleRayInfo;
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Vector3 currentTransformUp;
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Vector3 currentTransformForward;
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Vector3 vector3Zero = Vector3.zero;
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Quaternion targetRotation;
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Vector3 currentHandPosition;
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float currentWeightToApply;
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AvatarIKGoal currentIKGoal;
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int handsToSurfaceInfoListCount;
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float minIKValue = 0.001f;
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float currentDeltaTime;
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Coroutine delayToResumeStateCoroutine;
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void Start ()
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{
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originalWeightLerpSpeed = weightLerpSpeed;
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rightHandTransform = animator.GetBoneTransform (HumanBodyBones.RightHand);
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leftHandTransform = animator.GetBoneTransform (HumanBodyBones.LeftHand);
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handsToSurfaceInfoListCount = handsToSurfaceInfoList.Count;
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}
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void FixedUpdate ()
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{
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if (!adjustHandsToSurfacesEnabled) {
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return;
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}
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isThirdPersonView = !playerControllerManager.isPlayerOnFirstPerson ();
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usingHands = IKManager.getUsingHands ();
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onGround = playerControllerManager.isPlayerOnGround ();
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movingOnPlatformActive = playerControllerManager.isMovingOnPlatformActive ();
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isBusy = playerIsBusy ();
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crouching = playerControllerManager.isCrouching ();
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dead = playerControllerManager.isPlayerDead ();
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if (groundChecked != onGround) {
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groundChecked = onGround;
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if (onGround) {
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lastTimeOnGround = Time.time;
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}
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}
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if (crouchingChecked != crouching) {
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crouchingChecked = crouching;
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if (!crouching) {
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lastTimeCrouch = Time.time;
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}
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}
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if (adjustHandsToSurfacesEnabled) {
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if (!isBusy || smoothBusyDisableActive) {
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currentTransformUp = playerTransform.up;
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currentTransformForward = playerTransform.forward;
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for (int j = 0; j < handsToSurfaceInfoListCount; j++) {
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currentHandInfo = handsToSurfaceInfoList [j];
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currentHandInfo.surfaceFound = false;
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currentHandInfo.multipleRaycastHitNormal = vector3Zero;
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currentHandInfo.multipleRaycastHitPoint = vector3Zero;
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currentHandInfo.numberOfSurfacesFound = 0;
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currentHandInfo.multipleRaycastDirection = vector3Zero;
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for (int k = 0; k < currentHandInfo.raycastTransformList.Count; k++) {
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currentMultipleRayInfo = currentHandInfo.raycastTransformList [k];
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rayDirection = currentMultipleRayInfo.raycastTransform.forward;
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if (currentMultipleRayInfo.raycastEnabled &&
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Physics.Raycast (currentMultipleRayInfo.raycastTransform.position, rayDirection, out hit,
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currentMultipleRayInfo.rayCastDistance, layerToAdjustHandsToSurfaces)) {
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currentMultipleRayInfo.hitPoint = hit.point;
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currentMultipleRayInfo.hitNormal = hit.normal;
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currentHandInfo.surfaceFound = true;
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currentHandInfo.multipleRaycastHitNormal += hit.normal;
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currentHandInfo.multipleRaycastHitPoint += hit.point;
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currentHandInfo.numberOfSurfacesFound++;
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currentHandInfo.multipleRaycastDirection += rayDirection;
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if (showGizmo) {
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Debug.DrawRay (currentMultipleRayInfo.raycastTransform.position, hit.distance * rayDirection, Color.green);
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}
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} else {
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if (showGizmo) {
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Debug.DrawRay (currentMultipleRayInfo.raycastTransform.position,
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currentMultipleRayInfo.rayCastDistance * rayDirection, Color.red);
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}
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}
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}
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if (smoothBusyDisableActive) {
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currentHandInfo.surfaceFound = false;
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if (currentWeightInBothHandsEqualTo (0)) {
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smoothBusyDisableActive = false;
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}
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}
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if (currentHandInfo.surfaceFound) {
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currentHandInfo.handPosition =
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(currentHandInfo.multipleRaycastHitPoint / currentHandInfo.numberOfSurfacesFound) +
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(currentHandInfo.handSurfaceOffset * currentHandInfo.multipleRaycastDirection / currentHandInfo.numberOfSurfacesFound);
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targetRotation = Quaternion.LookRotation (currentHandInfo.multipleRaycastDirection / currentHandInfo.numberOfSurfacesFound);
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currentHandInfo.handRotation =
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Quaternion.FromToRotation (currentTransformUp, currentHandInfo.multipleRaycastHitNormal / currentHandInfo.numberOfSurfacesFound) * targetRotation;
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currentHandInfo.elbowPosition =
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((currentHandInfo.multipleRaycastHitPoint / currentHandInfo.numberOfSurfacesFound) + currentHandInfo.raycastTransform.position) / 2 - currentTransformUp * 0.1f;
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currentHandInfo.handWeight = 1;
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if (currentHandInfo.useMinDistance) {
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currentHandInfo.currentDistance = GKC_Utils.distance (currentHandInfo.raycastTransform.position, currentHandInfo.handPosition);
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if (currentHandInfo.currentDistance < currentHandInfo.minDistance) {
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currentHandInfo.surfaceFound = false;
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}
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}
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}
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if (handsCheckPausedWithDelayActive ||
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!currentHandInfo.surfaceFound ||
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movingOnPlatformActive ||
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!onGround ||
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Time.time < waitTimeAfterGroundToCheckSurface + lastTimeOnGround ||
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crouching ||
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Time.time < waitTimeAfterCrouchToCheckSurface + lastTimeCrouch ||
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dead) {
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currentHandInfo.handPosition = currentHandInfo.noSurfaceHandPosition.position;
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currentHandInfo.handRotation = Quaternion.LookRotation (currentTransformForward);
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currentHandInfo.elbowPosition = currentHandInfo.noSurfaceElbowPosition.position;
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currentHandInfo.handWeight = 0;
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}
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if (playerControllerManager.isPlayerMoving (minMovingInputToUseWalkSpeed) &&
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currentHandInfo.surfaceFound && currentHandInfo.currentHandWeight > minIKWeightToUseWalkSpeed) {
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movementSpeed = currentHandInfo.walkingMovementSpeed;
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} else {
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movementSpeed = currentHandInfo.movementSpeed;
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}
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currentDeltaTime = Time.deltaTime;
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currentMovementSpeed = Mathf.Lerp (currentMovementSpeed, movementSpeed, currentDeltaTime * movementSpeedLerpSpeed);
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currentHandInfo.currentHandPosition = Vector3.Lerp (currentHandInfo.currentHandPosition, currentHandInfo.handPosition, currentDeltaTime * currentMovementSpeed);
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currentRotationSpeed = currentDeltaTime * currentHandInfo.rotationSpeed;
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if (currentRotationSpeed > 0) {
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currentHandInfo.currentHandRotation = Quaternion.Lerp (currentHandInfo.currentHandRotation, currentHandInfo.handRotation, currentRotationSpeed);
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}
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currentHandInfo.currentElbowPosition = Vector3.Lerp (currentHandInfo.currentElbowPosition, currentHandInfo.elbowPosition, currentDeltaTime * currentMovementSpeed);
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currentHandInfo.currentHandWeight = Mathf.Lerp (currentHandInfo.currentHandWeight, currentHandInfo.handWeight, currentDeltaTime * weightLerpSpeed);
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if (currentHandInfo.currentHandWeight < 0.01f) {
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currentHandInfo.handPosition = currentHandInfo.noSurfaceHandPosition.position;
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currentHandInfo.handRotation = Quaternion.LookRotation (currentTransformForward);
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currentHandInfo.elbowPosition = currentHandInfo.noSurfaceElbowPosition.position;
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currentHandInfo.currentHandPosition = currentHandInfo.handPosition;
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currentHandInfo.currentHandRotation = currentHandInfo.handRotation;
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currentHandInfo.currentElbowPosition = currentHandInfo.elbowPosition;
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}
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}
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} else {
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currentTransformForward = playerTransform.forward;
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for (int j = 0; j < handsToSurfaceInfoListCount; j++) {
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currentHandInfo = handsToSurfaceInfoList [j];
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currentHandInfo.surfaceFound = false;
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currentHandInfo.handWeight = 0;
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currentHandInfo.currentHandWeight = 0;
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currentHandInfo.handPosition = currentHandInfo.noSurfaceHandPosition.position;
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currentHandInfo.handRotation = Quaternion.LookRotation (currentTransformForward);
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currentHandInfo.elbowPosition = currentHandInfo.noSurfaceElbowPosition.position;
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currentHandInfo.currentHandPosition = currentHandInfo.handPosition;
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currentHandInfo.currentHandRotation = currentHandInfo.handRotation;
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currentHandInfo.currentElbowPosition = currentHandInfo.elbowPosition;
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}
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}
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}
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}
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public bool currentWeightInBothHandsEqualTo (float weightValue)
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{
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int numberOfHands = 0;
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for (int j = 0; j < handsToSurfaceInfoListCount; j++) {
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if (handsToSurfaceInfoList [j].currentHandWeight == weightValue) {
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numberOfHands++;
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}
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}
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if (numberOfHands == 2) {
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return true;
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}
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return false;
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}
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public override void updateOnAnimatorIKState ()
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{
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if (adjustHandsToSurfacesEnabled) {
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if (!isBusy || smoothBusyDisableActive) {
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currentPositionCenter = playerTransform.position + playerTransform.up;
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for (int j = 0; j < handsToSurfaceInfoListCount; j++) {
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currentHandInfo = handsToSurfaceInfoList [j];
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isRightHand = currentHandInfo.isRightHand;
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currentHandPosition = currentHandInfo.currentHandPosition;
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if (float.IsNaN (currentHandPosition.x)) {
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if (isRightHand) {
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currentHandPosition.x = rightHandTransform.position.x;
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} else {
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currentHandPosition.x = leftHandTransform.position.x;
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}
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}
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if (float.IsNaN (currentHandPosition.y)) {
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if (isRightHand) {
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currentHandPosition.y = rightHandTransform.position.y;
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} else {
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currentHandPosition.y = leftHandTransform.position.y;
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}
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}
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if (float.IsNaN (currentHandPosition.z)) {
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if (isRightHand) {
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currentHandPosition.z = rightHandTransform.position.z;
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} else {
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currentHandPosition.z = leftHandTransform.position.z;
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}
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}
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currentHandPosition.x =
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Mathf.Clamp (currentHandPosition.x, currentPositionCenter.x - maxHandsDistance, currentPositionCenter.x + maxHandsDistance);
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currentHandPosition.y =
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Mathf.Clamp (currentHandPosition.y, currentPositionCenter.y - maxHandsDistance, currentPositionCenter.y + maxHandsDistance);
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currentHandPosition.z =
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Mathf.Clamp (currentHandPosition.z, currentPositionCenter.z - maxHandsDistance, currentPositionCenter.z + maxHandsDistance);
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currentHandInfo.currentHandPosition = currentHandPosition;
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currentWeightToApply = currentHandInfo.currentHandWeight;
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if (currentWeightToApply > minIKValue) {
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currentIKGoal = currentHandInfo.IKGoal;
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animator.SetIKRotationWeight (currentIKGoal, currentWeightToApply);
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animator.SetIKPositionWeight (currentIKGoal, currentWeightToApply);
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animator.SetIKPosition (currentIKGoal, currentHandInfo.currentHandPosition);
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animator.SetIKRotation (currentIKGoal, currentHandInfo.currentHandRotation);
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animator.SetIKHintPositionWeight (currentHandInfo.IKHint, currentWeightToApply);
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animator.SetIKHintPosition (currentHandInfo.IKHint, currentHandInfo.currentElbowPosition);
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}
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}
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}
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}
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}
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public bool playerIsBusy ()
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{
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return
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usingHands ||
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!isThirdPersonView ||
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playerControllerManager.isPlayerOnFFOrZeroGravityModeOn () ||
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(playerControllerManager.isUsingCloseCombatActive () && pauseHandsOnSurfaceIfCloseCombatActive) ||
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playerControllerManager.iscloseCombatAttackInProcess () ||
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playerControllerManager.isActionActive () ||
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adjustHandsPaused ||
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playerControllerManager.isUsingJetpack () ||
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playerControllerManager.isFlyingActive () ||
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playerControllerManager.isSwimModeActive () ||
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playerControllerManager.isCarryingPhysicalObject ();
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}
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public void setWeightLerpSpeedValue (float newValue)
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{
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weightLerpSpeed = newValue;
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}
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public void setOriginalWeightLerpSpeed ()
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{
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setWeightLerpSpeedValue (originalWeightLerpSpeed);
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}
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public void setAdjustHandsPausedState (bool state)
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{
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adjustHandsPaused = state;
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}
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public void setSmoothBusyDisableActiveState (bool state)
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{
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smoothBusyDisableActive = state;
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}
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public void setAdjustHandsToSurfacesEnabledState (bool state)
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{
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adjustHandsToSurfacesEnabled = state;
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}
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public void enableHandsCheckPausedWithDelayActive (float duration)
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{
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stopUpdateDelayToResumeStateCoroutine ();
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delayToResumeStateCoroutine = StartCoroutine (updateDelayToResumeStateCoroutine (duration));
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}
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public void stopUpdateDelayToResumeStateCoroutine ()
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{
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if (delayToResumeStateCoroutine != null) {
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StopCoroutine (delayToResumeStateCoroutine);
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}
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handsCheckPausedWithDelayActive = false;
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}
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IEnumerator updateDelayToResumeStateCoroutine (float duration)
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{
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handsCheckPausedWithDelayActive = true;
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WaitForSeconds delay = new WaitForSeconds (duration);
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yield return delay;
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handsCheckPausedWithDelayActive = false;
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}
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//EDITOR FUNCTIONS
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public void setAdjustHandsToSurfacesEnabledStateFromEditor (bool state)
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{
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setAdjustHandsToSurfacesEnabledState (state);
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updateComponent ();
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}
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void updateComponent ()
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{
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GKC_Utils.updateComponent (this);
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}
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#if UNITY_EDITOR
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void OnDrawGizmos ()
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{
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if (!showGizmo) {
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return;
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}
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if (GKC_Utils.isCurrentSelectionActiveGameObject (gameObject)) {
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DrawGizmos ();
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}
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}
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void OnDrawGizmosSelected ()
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{
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DrawGizmos ();
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}
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void DrawGizmos ()
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{
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if (showGizmo) {
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for (int j = 0; j < handsToSurfaceInfoList.Count; j++) {
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Gizmos.color = Color.green;
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Gizmos.DrawSphere (handsToSurfaceInfoList [j].handPosition, gizmoRadius);
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Gizmos.color = Color.yellow;
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Gizmos.DrawSphere (handsToSurfaceInfoList [j].elbowPosition, gizmoRadius);
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Gizmos.color = gizmoColor;
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Gizmos.DrawSphere (handsToSurfaceInfoList [j].currentHandPosition, gizmoRadius);
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Gizmos.DrawSphere (handsToSurfaceInfoList [j].currentElbowPosition, gizmoRadius);
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}
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}
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}
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#endif
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[System.Serializable]
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public class handsToSurfaceInfo
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{
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public string Name;
|
||||
public Transform raycastTransform;
|
||||
|
||||
public bool useMultipleRaycast;
|
||||
public List<multipleRayInfo> raycastTransformList = new List<multipleRayInfo> ();
|
||||
|
||||
public AvatarIKHint IKHint;
|
||||
[HideInInspector] public Vector3 elbowPosition;
|
||||
[HideInInspector] public Vector3 currentElbowPosition;
|
||||
|
||||
public bool isRightHand;
|
||||
public AvatarIKGoal IKGoal;
|
||||
public float handSurfaceOffset;
|
||||
public float rayCastDistance;
|
||||
|
||||
public float currentHandWeight;
|
||||
|
||||
public float movementSpeed;
|
||||
public float rotationSpeed;
|
||||
|
||||
public float walkingMovementSpeed;
|
||||
|
||||
[HideInInspector] public bool surfaceFound;
|
||||
|
||||
public bool useMinDistance;
|
||||
public float minDistance;
|
||||
|
||||
[HideInInspector]public float currentDistance;
|
||||
|
||||
[HideInInspector] public Vector3 multipleRaycastDirection;
|
||||
|
||||
[HideInInspector] public int numberOfSurfacesFound;
|
||||
[HideInInspector] public Vector3 multipleRaycastHitNormal;
|
||||
[HideInInspector] public Vector3 multipleRaycastHitPoint;
|
||||
|
||||
[HideInInspector] public float handWeight;
|
||||
[HideInInspector] public Vector3 handPosition;
|
||||
[HideInInspector] public Quaternion handRotation;
|
||||
|
||||
[HideInInspector] public Vector3 currentHandPosition;
|
||||
[HideInInspector] public Quaternion currentHandRotation;
|
||||
|
||||
public Transform noSurfaceHandPosition;
|
||||
public Transform noSurfaceElbowPosition;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class multipleRayInfo
|
||||
{
|
||||
public Transform raycastTransform;
|
||||
public bool surfaceFound;
|
||||
[HideInInspector] public Vector3 hitPoint;
|
||||
[HideInInspector] public Vector3 hitNormal;
|
||||
public float rayCastDistance;
|
||||
public bool raycastEnabled = true;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user