maint: raycast clean-up
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@@ -1,9 +1,4 @@
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using System;
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using Sirenix.OdinInspector;
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using UnityEditor;
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using UnityEngine;
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using Unity.Mathematics;
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using NodeCanvas.Framework;
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using Drawing;
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public class PlayerMovement : MonoBehaviour
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@@ -21,20 +16,33 @@ public class PlayerMovement : MonoBehaviour
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}
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void Update(){
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Color forwardRayStatus = Color.red;
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// Create Ray Colors
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Color forwardRayStatus = Color.red;
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Color leftRayStatus = Color.red;
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Color rightRayStatus = Color.red;
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if (forwardRay.collider&& forwardRay.transform.gameObject.layer == LayerMask.NameToLayer("Environment")){ forwardRayStatus = Color.green;}
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if (leftRay.collider&& leftRay.transform.gameObject.layer == LayerMask.NameToLayer("Environment")){ leftRayStatus = Color.green;}
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if (rightRay.collider&& rightRay.transform.gameObject.layer == LayerMask.NameToLayer("Environment")){ rightRayStatus = Color.green;}
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using (Draw.WithColor(forwardRayStatus)) {
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Draw.Line(transform.position + transform.up, transform.position + transform.forward * 2.5f + transform.up);
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}
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using (Draw.WithColor(leftRayStatus)) {
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Draw.Line(transform.position + transform.up, transform.position + -transform.right * 2f + transform.up);
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}
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using (Draw.WithColor(rightRayStatus)) {
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Draw.Line(transform.position + transform.up, transform.position + transform.right * 2f + transform.up);
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}
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}
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void FixedUpdate(){
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LayerMask environmentLayer = LayerMask.NameToLayer("Environment");
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if (Physics.Raycast(transform.position + Vector3.up, transform.forward, out forwardRay, 2.5f, ~environmentLayer)){
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thisPlayer.controls.graph.SendEvent<bool>("ForwardRay", true, null);
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thisPlayer.controls.graph.SendEvent("ForwardRay", true, null);
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}
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if (Physics.Raycast(transform.position + Vector3.up, transform.position + Vector3.left, out leftRay, maxDistance: 2f, ~environmentLayer )) {
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