Created
June 9, 2016 03:18
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using UnityEngine; | |
using System.Collections; | |
using System.Collections.Generic; | |
public class UnitSight : MonoBehaviour | |
{ | |
public Collider[] overlapCollider; | |
List<Unit> _opponentObservers; | |
BoxCollider _bc; | |
void Awake() | |
{ | |
_bc = GetComponent<BoxCollider> (); | |
_opponentObservers = new List<Unit>(); | |
} | |
void Update() | |
{ | |
checkVisibility (); | |
} | |
void checkVisibility() | |
{ | |
_opponentObservers.Clear (); | |
int layerMask = LayerMask.NameToLayer ("Unit"); | |
overlapCollider = Physics.OverlapBox (_bc.center, _bc.size / 2f, _bc.transform.rotation); | |
//overlapCollider = Physics.OverlapBox (_bc.center, _bc.size, _bc.transform.rotation, layerMask); | |
//overlapCollider = Physics.OverlapBox (_bc.center, _bc.size, _bc.transform.rotation, layerMask, QueryTriggerInteraction.Collide); | |
for (int i = 0; i < overlapCollider.Length; i++) | |
{ | |
// is there a unit? | |
var unit = overlapCollider[i].GetComponent<Unit>(); | |
if (unit) | |
{ | |
_opponentObservers.Add (unit); | |
} | |
} | |
} | |
} |
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