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RaycastAll code
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class csRaycast : MonoBehaviour { | |
private float speed = 5f; | |
// Use this for initialization | |
void Start () { | |
} | |
// Update is called once per frame | |
void Update () { | |
float amtMove = speed * Time.deltaTime; | |
float hor = Input.GetAxis("Horizontal"); | |
transform.Translate(Vector3.right * hor * amtMove); | |
//DrawRay | |
Debug.DrawRay(transform.position, transform.forward * 8, Color.red); | |
//Raycast | |
RaycastHit hit; | |
if (Physics.Raycast(transform.position, transform.forward, out hit, 8)) | |
{ | |
Debug.Log(hit.collider.gameObject.name); | |
} | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class CameraRayCastEx : MonoBehaviour { | |
public GameObject bullet; | |
// Use this for initialization | |
void Start () { | |
} | |
// Update is called once per frame | |
void Update () { | |
if (Input.GetKeyDown(KeyCode.Mouse0)) | |
{ | |
//Input.mousePosition : 현재 마우스 위치를 픽셀 좌표로 나타냅니다. | |
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); | |
RaycastHit hit; | |
if(Physics.Raycast(ray, out hit)) | |
{ | |
Debug.Log("hit!!" + hit.transform.name); | |
//hit.normal : 법선, hit.point : 충돌이 일어난 부분의 월드 포지션 | |
Instantiate(bullet, hit.point, Quaternion.LookRotation(hit.normal)); | |
} | |
} | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class CameraRayCastEx : MonoBehaviour { | |
// Use this for initialization | |
void Start () { | |
} | |
// Update is called once per frame | |
void Update () { | |
if (Input.GetKeyDown(KeyCode.Mouse0)) | |
{ | |
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); | |
RaycastHit hit; | |
if(Physics.Raycast(ray, out hit)) | |
{ | |
Debug.Log("hit!!"); | |
} | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class MyScript : MonoBehaviour { | |
Camera mainCamera; | |
// Use this for initialization | |
void Start () { | |
mainCamera = GameObject.Find("Main Camera").GetComponent<Camera>(); | |
} | |
// Update is called once per frame | |
void Update () { | |
if (Input.GetMouseButtonDown(0)) | |
{ | |
Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); | |
RaycastHit hit; | |
if(Physics.Raycast(ray,out hit)) | |
{ | |
if (transform.IsChildOf(hit.transform)) | |
{ | |
print("Child OK"); | |
} | |
else | |
{ | |
print("Child NO"); | |
} | |
} | |
} | |
} | |
} |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class csRaycastAll : MonoBehaviour { | |
float speed = 5f; | |
// Use this for initialization | |
void Start () { | |
} | |
// Update is called once per frame | |
void Update () { | |
float amtMove = speed * Time.deltaTime; | |
float hor = Input.GetAxis("Horizontal"); | |
transform.Translate(Vector3.right * hor * amtMove); | |
//DrawRay | |
Debug.DrawRay(transform.position, transform.forward * 8, Color.red); | |
//RaycastAll | |
RaycastHit[] hits; | |
hits = Physics.RaycastAll(transform.position, transform.forward, 8.0f); | |
for(int i= 0; i < hits.Length; i++) | |
{ | |
RaycastHit hit = hits[i]; | |
Debug.Log(hit.collider.gameObject.name); | |
} | |
} | |
} |
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GameObject Shooting = Instantiate(GunShot, rayHit.point, Quaternion.LookRotation(rayHit.normal)); | |
Instantiate(GunShot, rayHit.point, Quaternion.LookRotation(rayHit.normal)); |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class CameraRay : MonoBehaviour { | |
public Camera mainCamera; | |
Vector3 hitPos = Vector3.zero; | |
RaycastHit hit; | |
// Use this for initialization | |
void Start () { | |
} | |
// Update is called once per frame | |
void Update () { | |
if (Input.GetKeyDown(KeyCode.Mouse1)) | |
{ | |
Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); | |
if(Physics.Raycast(ray, out hit)) | |
{ | |
hitPos = hit.point; | |
Debug.Log(hitPos); | |
} | |
} | |
} | |
} |
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