Here are the examples of the csharp api UnityEngine.Physics2D.Raycast(UnityEngine.Vector2, UnityEngine.Vector2, UnityEngine.ContactFilter2D, UnityEngine.RaycastHit2D[], float) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
2 Examples
19
View Source File : snakeObstacle.cs
License : MIT License
Project Creator : Crazy-Marvin
License : MIT License
Project Creator : Crazy-Marvin
public void applyDamage()
{
if (!affectedPlayer)
{
RaycastHit2D hitFront = Physics2D.Raycast(rayCastPoint.transform.position, -Vector2.right * (float)0.3, LayerMask.NameToLayer("Player"));
RaycastHit2D hitUp = Physics2D.Raycast(rayCastPoint.transform.position, Vector2.up * (float)0.3, LayerMask.NameToLayer("Player"));
if (hitFront)
{
if (hitFront.collider.gameObject.tag == "Player")
{
hitFront.collider.gameObject.GetComponent<PlayerController>().changeHealth(healthEffect);
affectedPlayer = true;
Destroy(this.gameObject, (float)1);
}
}
else if(hitUp)
{
if (hitUp.collider.gameObject.tag == "Player")
{
hitUp.collider.gameObject.GetComponent<PlayerController>().changeHealth(healthEffect);
affectedPlayer = true;
Debug.Log("damaged");
Destroy(this.gameObject, (float)1);
}
}
}
}
19
View Source File : CowboyObstacle.cs
License : MIT License
Project Creator : Crazy-Marvin
License : MIT License
Project Creator : Crazy-Marvin
void FixedUpdate()
{
hit = Physics2D.Raycast(rayCastPos.position, -Vector2.right, layerMask);
if (hit.collider != null)
{
// Calculate the distance from the surface and the "error" relative
// to the floating height.
float distance = Mathf.Abs(hit.point.x - transform.position.x);
Debug.Log(hit.transform.name);
// RB.AddForce(Vector3.up * force);
}
}