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forked from cgvr/DeltaVR

put shape scanner model and rays into game

This commit is contained in:
2026-02-17 19:09:32 +02:00
parent dfcce63371
commit 4e5cee129d
14 changed files with 2750 additions and 820 deletions

View File

@@ -9,12 +9,12 @@ public class ShapeScannerRay : MonoBehaviour
public string scannableTag = "ShapeScannable";
private ShapeScanner _scanner;
private MeshRenderer meshRenderer;
private MeshRenderer[] meshRenderers;
private bool _collisionRequired;
void Awake()
{
meshRenderer = GetComponent<MeshRenderer>();
meshRenderers = GetComponentsInChildren<MeshRenderer>();
}
// Update is called once per frame
@@ -29,14 +29,21 @@ public class ShapeScannerRay : MonoBehaviour
_collisionRequired = collisionRequired;
_activeMaterial = activeMaterial;
_passiveMaterial = passiveMaterial;
meshRenderer.material = _passiveMaterial;
foreach (MeshRenderer meshRenderer in meshRenderers)
{
meshRenderer.material = _passiveMaterial;
}
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == scannableTag)
{
meshRenderer.material = _activeMaterial;
foreach (MeshRenderer meshRenderer in meshRenderers)
{
meshRenderer.material = _activeMaterial;
}
if (_collisionRequired)
{
_scanner.IncrementCorrectRayCount();
@@ -52,7 +59,10 @@ public class ShapeScannerRay : MonoBehaviour
{
if (other.gameObject.tag == "ShapeScannable")
{
meshRenderer.material = _passiveMaterial;
foreach (MeshRenderer meshRenderer in meshRenderers)
{
meshRenderer.material = _passiveMaterial;
}
if (_collisionRequired)
{
_scanner.DecrementCorrectRayCount();