raycast layer ignore turret

This commit is contained in:
louishorlaville 2022-05-15 13:06:15 -04:00
parent b8171e1538
commit bad5bb7f04

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@ -17,7 +17,6 @@ public class CannonScript : MonoBehaviour
private Vector3 lookDir;
private Vector3[] offsets;
[SerializeField]private int bullets;
// Start is called before the first frame update
void Start()
@ -47,8 +46,9 @@ public class CannonScript : MonoBehaviour
GameObject proj = Instantiate(projectile, cannon.transform.position, cannon.transform.rotation);
proj.GetComponent<Projectile>().SetDamage(damage);
proj.GetComponent<Rigidbody>().AddForce(cannonForce * lookDir, ForceMode.Impulse);
//proj.layer = GameManager.Instance.GetDimensionLayer();
RaycastHit hit;
if (Physics.Raycast(transform.position, lookDir, out hit, Mathf.Infinity))
if (Physics.Raycast(transform.position, lookDir, out hit, Mathf.Infinity, GetCurrentDimensionLayerMask()))
{
Debug.DrawRay(transform.position, lookDir * hit.distance, Color.yellow, 0.5f);
@ -119,6 +119,12 @@ public class CannonScript : MonoBehaviour
}
}
int GetCurrentDimensionLayerMask()
{
int layer_mask = LayerMask.GetMask("Dimension1");
return layer_mask;
}
public void SetFireRate(float nFireRate){
this.fireRate = nFireRate;
}