var hit : RaycastHit;
if(Physics.Linecast(transform.position, target.position, hit))
{
return true;
}
var targetRotation = Quaternion.LookRotation(target.position - transform.position, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * gunSpeed);
Kann писал(а):Синтаксис:Используется csharpVector3 forward = transform.TransformDirection(Vector3.forward);
Vector3 targetDirection = VisibleTarget - transform.position;
float angle = Vector3.Angle(targetDirection, forward);
forward : Vector3 = transform.TransformDirection(Vector3.forward);
targetDirection : Vector3 = VisibleTarget - transform.position;
angle : float = Vector3.Angle(targetDirection, forward);
var forward = transform.forward;
var targetDir = target.position - transform.position;
var angle = Vector3.Angle(targetDir, forward);
if(Physics.Linecast(transform.position, target.position, hit))
{
if(hit.collider.gameObject.tag != "enemy")
{
barrelFire.renderer.enabled = false;
return false;
}
else
{
barrelFire.renderer.enabled = true;
return true;
}
}
var hit : RaycastHit;
if (Physics.Linecast (transform.position, target.position, hit))
{
//return hit.transform == target;
if(hit.transform == target)
{
barrelFire.renderer.enabled = true;
}
}
var forward = transform.forward;
var targetDir = target.position - transform.position;
var angle = Vector3.Angle(targetDir, forward);
if(angle < 10.0)
{
barrelFire.renderer.enabled = true;
}
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