using UnityEngine; using Drawing; public class PlayerMovement : MonoBehaviour { // Raycasts public RaycastHit forwardRay; public RaycastHit leftRay; public RaycastHit rightRay; // References private Player thisPlayer; void Awake(){ thisPlayer = GetComponent(); } // void Update(){ // // Create Ray Colors // Color forwardRayStatus = Color.red; // Color leftRayStatus = Color.red; // Color rightRayStatus = Color.red; // // if (forwardRay.collider&& forwardRay.transform.gameObject.layer == LayerMask.NameToLayer("Environment")){ forwardRayStatus = Color.green;} // if (leftRay.collider&& leftRay.transform.gameObject.layer == LayerMask.NameToLayer("Environment")){ leftRayStatus = Color.green;} // if (rightRay.collider&& rightRay.transform.gameObject.layer == LayerMask.NameToLayer("Environment")){ rightRayStatus = Color.green;} // // using (Draw.WithColor(forwardRayStatus)) { // Draw.Line(transform.position + transform.up, transform.position + transform.forward * 2.5f + transform.up); // } // // using (Draw.WithColor(leftRayStatus)) { // Draw.Line(transform.position + transform.up, transform.position + -transform.right * 2f + transform.up); // } // // using (Draw.WithColor(rightRayStatus)) { // Draw.Line(transform.position + transform.up, transform.position + transform.right * 2f + transform.up); // } // } // void FixedUpdate(){ // LayerMask environmentLayer = LayerMask.NameToLayer("Environment"); // // if (Physics.Raycast(transform.position + Vector3.up, transform.forward, out forwardRay, 2.5f, ~environmentLayer)){ // thisPlayer.controls.graph.SendEvent("ForwardRay", true, null); // } // // if (Physics.Raycast(transform.position + Vector3.up, transform.position + Vector3.left, out leftRay, maxDistance: 2f, ~environmentLayer )) { // thisPlayer.controls.graph.SendEvent("LeftRay", true, null); // } // // if (Physics.Raycast(transform.position + Vector3.up, transform.position + Vector3.right, out rightRay, maxDistance: 2f, ~environmentLayer )) { // thisPlayer.controls.graph.SendEvent("RightRay", true, null); // } // } }