2using System.Collections;
71 laserLineRenderer.sortingLayerName =
sortLayer;
72 laserLineRenderer.sortingOrder =
sortOrder;
73 laserLineRendererArc.sortingLayerName =
sortLayer;
74 laserLineRendererArc.sortingOrder =
sortOrder;
103 RaycastHit2D raycastHit2D;
106 Vector3 vector = targetGo.transform.position -
gameObjectCached.transform.position;
115 base.transform.rotation = Quaternion.Slerp(base.transform.rotation, Quaternion.AngleAxis(angle, base.transform.forward), Time.deltaTime *
turningRate);
116 Vector3 vector2 = base.transform.rotation * Vector3.right;
121 base.transform.rotation = Quaternion.AngleAxis(angle, base.transform.forward);
131 if (raycastHit2D.collider !=
null)
150 private IEnumerator
HitTrigger(
float triggerInterval, RaycastHit2D hit)
153 if (this.OnLaserHitTriggered !=
null)
157 yield
return new WaitForSeconds(triggerInterval);
164 laserLineRenderer.enabled = enabledStatus;
167 laserLineRendererArc.enabled = enabledStatus;
171 hitSparkEmission.enabled = enabledStatus;
185 laserLineRendererArc.enabled =
true;
187 int vertexCount = Mathf.Abs((
int)num);
194 laserLineRendererArc.enabled =
false;
198 hitSparkParticleSystem.transform.position = hit.point;
199 hitSparkEmission.enabled =
true;
212 laserLineRendererArc.enabled =
true;
222 laserLineRendererArc.enabled =
false;
229 hitSparkEmission.enabled =
false;
230 hitSparkParticleSystem.transform.position =
new Vector2(
laserArcSegments, base.transform.position.y);
239 Vector2 vector =
new Vector2((
float)i * 1.2f, y);
ParticleSystem.EmissionModule hitSparkEmission
bool laserRotationEnabled
float maxLaserRaycastDistance
void SetLaserState(bool enabledStatus)
float collisionTriggerInterval
void SetLaserToDefaultLength()
GameObject gameObjectCached
LineRenderer laserLineRendererArc
float startLaserTextureXScale
float laserTexOffsetSpeed
void SetLaserEndToTargetLocation(RaycastHit2D hit)
LaserHitTriggerHandler OnLaserHitTriggered
LineRenderer laserLineRenderer
delegate void LaserHitTriggerHandler(RaycastHit2D hitInfo)
void SetLaserArcVertices(float distancePoint, bool useHitPoint)
IEnumerator HitTrigger(float triggerInterval, RaycastHit2D hit)
int startLaserSegmentLength
ParticleSystem hitSparkParticleSystem
bool waitingForTriggerTime