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Question by
NolandoFlorida · Sep 16, 2020 at 07:57 PM ·
2draycastraycasthit2d
alternative for out hit in 2D,RaycastHit2D out hit alternative
I'm trying to write a bouncing raycast, and I would normally write the returning hit data by doing out hitInfo, but in 2D this does not work as I expected it to, does anybody know an alternative for out RayCastHit in 2D?
void Start()
{
Transform firepoint = gameObject.transform;
ray = new Ray2D(firepoint.position, transform.right);
if (bulletType == BulletType.Raycast)
{
float remainingRange = range;
for (int i = 0; i < bounces; i++)
{
if (Physics2D.Raycast(ray.origin, ray.direction, out hitInfo, collidesWith, remainingRange))
{
line.positionCount += 1;
Instantiate(explosionEffect, hitInfo.point, Quaternion.identity);
line.SetPosition(line.positionCount -1, hitInfo.point);
remainingRange -= Vector2.Distance(ray.origin, hitInfo.point);
}
else
{
line.SetPosition(0, ray.origin);
line.SetPosition(1, ray.origin + ray.direction * remainingRange);
Instantiate(explosionEffect, ray.origin, Quaternion.identity);
}
}
line.enabled = true;
}
}
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