Попытка запустить лучевую трансляцию с моей камеры до Z = 0, которая ударит объекты в слое TransparentFX и временно сделает их прозрачными, так как они, вероятно, блокируют вид игрока. Но raycast никогда ничего не попадает.
Камера https://imgur.com/lyTo8OZ
Дерево https://imgur.com/bgNiMWR
ClearSight.cs
[RequireComponent(typeof(Camera))]
public class ClearSight : MonoBehaviour
{
[SerializeField]
private LayerMask raycastLayers;
// Update is called once per frame
void Update()
{
Vector3 forward = transform.TransformDirection(Vector3.forward) * 10;
Debug.DrawRay(transform.position, forward, Color.green);
RaycastHit2D[] hits = Physics2D.RaycastAll(transform.position, transform.TransformDirection(Vector3.forward), 10f, raycastLayers);
if(hits != null && hits.Length > 0)
{
Debug.Log("Found objects blocking player!");
foreach(RaycastHit2D hit in hits)
{
Debug.Log("Making " + hit.transform.gameObject.name + " transparent!");
AutoTransparent at = hit.transform.GetComponent<AutoTransparent>();
if(at == null)
{
at = hit.transform.gameObject.AddComponent<AutoTransparent>();
}
at.MakeTransparent();
}
}
}
}
AutoTransparent.cs
[RequireComponent(typeof(SpriteRenderer))]
public class AutoTransparent : MonoBehaviour
{
[SerializeField]
private SpriteRenderer[] renderTargets;
[SerializeField]
private float transparentRecoveryTime = 0.1f;
private bool isTransparent = false;
private float transparencyTimer = 0;
private void Update()
{
if (isTransparent)
{
UpdateTransparencyTimer();
}
}
private void UpdateTransparencyTimer()
{
transparencyTimer += Time.deltaTime / transparentRecoveryTime;
if(transparencyTimer >= 1)
{
MakeOpaque();
}
}
public void MakeTransparent()
{
transparencyTimer = 0;
if (!isTransparent)
{
isTransparent = true;
foreach (SpriteRenderer renderer in renderTargets)
{
Color c = renderer.color;
renderer.color = new Color(c.r, c.g, c.b, 0.3f);
}
}
}
public void MakeOpaque()
{
isTransparent = false;
foreach(SpriteRenderer renderer in renderTargets)
{
Color c = renderer.color;
renderer.color = new Color(c.r, c.g, c.b, 1);
}
}
}