using System.Collections; using System.Collections.Generic; using UnityEngine; public class UpdatedCeilingTrigger : MonoBehaviour { public RaycastHit2D hit; public Ray ray; private LayerMask layerMask; private float angleStep = 8; public Transform target; [Range(1f, 10f)] public float rayLength = 10f; public BoxCollider2D box; public GameObject camMove; public GameObject catMove; private int counter = 0; // Start is called before the first frame update void Start() { layerMask = LayerMask.GetMask("Player"); } // Update is called once per frame void Update() { for (int i = 1; i <= angleStep; i++) { var rayAngle = Quaternion.AngleAxis((360f / angleStep) * i, target.forward) * Vector3.left; hit = Physics2D.Raycast(target.position, rayAngle, rayLength, layerMask); float xe = Mathf.Abs(hit.point.x - target.localPosition.x); float ye = Mathf.Abs(hit.point.y - target.localPosition.y); float goalx = Mathf.Abs(target.position.x * box.size.x); float goaly = Mathf.Abs(target.position.y * box.size.y); if (hit && counter >= 150) { if (ye >=1) { Debug.Log("Counter Up " + counter); Debug.Log("YE " + ye); Debug.Log("Goaly " + goaly); Debug.Log(target.position.y * box.size.y); camMove.transform.position = new Vector3(camMove.transform.position.x + 22f, camMove.transform.position.y, -1.3f); catMove.transform.position = new Vector3(catMove.transform.position.x + 10f, catMove.transform.position.y + 1f, 0); xe = 0; ye = 0; goalx = 0; goaly = 0; counter = 0; } else { Debug.Log("Counter Down " + counter); Debug.Log("YE " + ye); Debug.Log("Goaly " + goaly); camMove.transform.position = new Vector3(camMove.transform.position.x - 22f, catMove.transform.position.y + 1.0f, -1.3f); catMove.transform.position = new Vector3(catMove.transform.position.x - 10f, catMove.transform.position.y, 0); counter = 0; xe = 0; ye = 0; goalx = 0; goaly = 0; } } counter++; } } }