RaycastHit hit;
// Does the ray intersect any objects excluding the player layer
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, Mathf.Infinity, layerMask))
{
Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * hit.distance, Color.yellow);
Debug.Log("Hit");
}
else
{
Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * 1000, Color.white);
Debug.Log("No Hit");
}
RaycastHit hit;
// Does the ray intersect any objects excluding the player layer
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out hit, Mathf.Infinity, layerMask))
{
Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.forward) * hit.distance, Color.yellow);
Debug.Log("Did Hit");
}
Ray ray = new Ray(position, direction);
RaycastHit hit2;
if (Physics.Raycast(ray, out hit2, maxStepDistance))
{
reflDirection = Vector3.Reflect(direction, hit2.normal);
hitPosition = hit2.point;
}
else
{
position += reflDirection * maxStepDistance;
}
Debug.DrawRay(hitPosition, reflDirection, Color.green);
Ray ray = new Ray(position, direction);
RaycastHit hit2;
if (Physics.Raycast(ray, out hit2, maxStepDistance))
{
reflDirection = Vector3.Reflect(direction, hit2.normal);
hitPosition = hit2.point;
}
else
{
position += reflDirection * maxStepDistance;
}
Debug.DrawRay(hitPosition, reflDirection, Color.green);
RaycastHit target;
float raydistance = 50;
Debug.DrawRay(beamorigin.position, transform.forward*raydistance, Color.yellow);
if (Physics.Raycast(beamorigin.position, transform.forward*raydistance, out target, raydistance, targetlayer))
{
Debug.Log(target.collider.tag);
}