A more advanced type of AVR_Ray. The ray can be used to get the first object hit by it. To limit collidable objects by certain types, use AVR_SolidRay.passThrough_layerMask. More...
Public Attributes | |
LayerMask | hit_layerMask |
Layermask used to selectively ignore colliders when casting a ray. More... | |
Public Attributes inherited from AVR.Core.AVR_Ray | |
RayMode | mode = RayMode.STRAIGHT |
What type of ray should be used More... | |
int | proj_resolution = 3 |
How many vertices per unit distance to use for projectile motion ray More... | |
float | proj_max_verts = 150 |
Max. amount of vertices to use for projectile motion ray More... | |
float | proj_velocity = 3 |
Starting velocity of the projectile motion More... | |
bool | start_hidden = true |
Hide or show the ray immediately on Awake() More... | |
float | max_length = 25 |
Maximum length of the ray More... | |
float | max_horizontal_distance = 10 |
Will restrict the length of the ray along the xz-Plane to a given value. More... | |
float | min_y_angle = 0 |
Will restrict the minium angle of the Ray with the y-Axis. More... | |
Public Attributes inherited from AVR.Core.AVR_Component | |
UnityEngine.Events.UnityEvent | onAwake |
Events called when this component awakes. More... | |
UnityEngine.Events.UnityEvent | onStart |
Events called when this component starts. More... | |
UnityEngine.Events.UnityEvent | onEnable |
Events called when this component is enabled. More... | |
UnityEngine.Events.UnityEvent | onDisable |
Events called when this component is disabled. More... | |
Protected Member Functions | |
override void | UpdateRay () |
Updates the ray. Called from Monobehaviour.Update() More... | |
override void | UpdateStraightRay () |
Updates a ray with mode==STRAIGHT More... | |
override void | UpdateProjectileRay () |
Updates a ray with mode==PROJECTILE More... | |
Protected Member Functions inherited from AVR.Core.AVR_Ray | |
override void | Awake () |
virtual void | Update () |
Protected Member Functions inherited from AVR.Core.AVR_Component | |
virtual void | Start () |
virtual void | OnEnable () |
virtual void | OnDisable () |
Properties | |
RaycastHit | hitPosition [get] |
Raycasthit where the ray hit something. Contains the last hit the ray did if AVR_SolidRay.objectHit is false. null if the ray hasn't hit a single object in its lifetime. /summary> More... | |
bool | objectHit [get] |
True if the ray hit some object this frame. Use AVR_SolidRay.hitPosition to get the respective RaycastHit. More... | |
Properties inherited from AVR.Core.AVR_Ray | |
bool | isVisible [get] |
Is this ray visible More... | |
bool | isHidden [get] |
Is this ray hidden More... | |
Private Member Functions | |
bool | checkHit (List< Vector3 > positions) |
bool | checkHit (Vector3[] positions) |
Private Attributes | |
RaycastHit | _hitPosition |
bool | _objectHit |
Additional Inherited Members | |
Public Types inherited from AVR.Core.AVR_Ray | |
enum | RayMode { RayMode.STRAIGHT, RayMode.PROJECTILE_MOTION } |
Public Member Functions inherited from AVR.Core.AVR_Ray | |
virtual void | hide () |
Hides the ray. A ray is not updated while hidden. More... | |
virtual void | show () |
Shows the ray. A ray is not updated while hidden. More... | |
virtual void | setHidden (bool hidden) |
Set the hidden status of the ray More... | |
Public Member Functions inherited from AVR.Core.AVR_Behaviour | |
virtual void | OnDestroy () |
Protected Attributes inherited from AVR.Core.AVR_Ray | |
LineRenderer | lr |
bool | _hidden |
Vector3[] | positions = new Vector3[0] |
Vector3 | RayForward = Vector3.forward |
Protected Attributes inherited from AVR.Core.AVR_Behaviour | |
AVR_PlayerRig | playerRig => AVR_PlayerRig.Instance |
The current AVR_PlayerRig instance in the scene More... | |
AVR_Root | root => AVR_Root.Instance |
The current AVR_Root instance in the scene More... | |
bool | vrEnabled => UnityEngine.XR.XRSettings.enabled |
True if the application is running as a VR/XR application More... | |
A more advanced type of AVR_Ray. The ray can be used to get the first object hit by it. To limit collidable objects by certain types, use AVR_SolidRay.passThrough_layerMask.
Definition at line 12 of file AVR_SolidRay.cs.