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CameraAim.cs
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CameraAim.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Linq;
using System;
public class CameraAim : MonoBehaviour
{
[SerializeField] Transform _player;
Camera _cam;
[Header("---------")]
[Space(10)]
[SerializeField] LayerMask _layerMask;
[SerializeField]
GameObject _oldGameObject, _currentGameObject;
// Start is called before the first frame update
void Start()
{
_cam = Camera.main;
}
// Update is called once per frame
void Update()
{
Vector3 dir = _cam.transform.position - _player.transform.position;
Debug.DrawRay(_player.transform.position, dir*5,Color.red);
RaycastHit hit;
if(Physics.Raycast(_player.transform.position, dir.normalized,out hit, dir.sqrMagnitude, _layerMask))
{
if (hit.collider != null)
{
_currentGameObject = hit.collider.gameObject;
}else
_currentGameObject = null;
}
else
{
_currentGameObject = null;
}
if(_currentGameObject == null)
{
if (_oldGameObject != null)
setMaterialAlpha(_oldGameObject, 1);
return;
}
setMaterialAlpha(_currentGameObject, 0.5f);
if (_currentGameObject.Equals(_oldGameObject))
return;
if(_oldGameObject != null)
setMaterialAlpha(_oldGameObject, 1);
_oldGameObject = _currentGameObject;
}
void setMaterialAlpha(GameObject g, float alpha)
{
List<Material> Mats = new List<Material>();
Renderer r = g.GetComponent<Renderer>();
if (r != null)
Mats.AddRange(getMaterials(r));
Renderer[] renderers = g.GetComponentsInChildren<Renderer>();
foreach (Renderer _r in renderers)
{
Mats.AddRange(getMaterials(_r));
}
ChangeAlpha(Mats, alpha);
}
List<Material> getMaterials(Renderer r)
{
return r.materials.ToList();
}
void ChangeAlpha(List<Material> mats, float alphaVal)
{
foreach (Material mat in mats)
{
if (alphaVal == 1)
mat.ToOpaqueMode();
else
mat.ToFadeMode();
Color oldColor = mat.color;
Color newColor = new Color(oldColor.r, oldColor.g, oldColor.b, alphaVal);
try
{
mat.SetColor("_Color", newColor);
}
catch (Exception e)
{
}
}
}
}