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Question by Piotrone · May 15, 2015 at 05:25 AM · linerendererraycasthit2dhit.point

How to add lights and particles at multiple hit points of a Raycast2d?

I'm building a laser that collides with multiple 2D tiles and I'd like to add a light and a particle effect on every collision point (see image).

alt text

I'm using pooling, and so far I managed to add particles at the last hit point, and infinite lights at every hit point (every light per every collision I suppose). Any ideas on how to achieve this? Thanks

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent (typeof(LineRenderer))]
 
 public class WeaponLaserBeams : MonoBehaviour {
 
     [Range(0f, 1f)] public float LaserThinkness = 0.1f;
     public LayerMask LayerMask;
     public int LaserMaxReach = 10;
     public int LaserMaxReflections;
 
     RaycastHit2D Hit;
     LineRenderer Laser;
 
     private bool isActive;
     private Vector3 CurrentDirection;
     private Vector3 CurrentPosition;
     private int Vertices = 1;
 
     void Start() {
         Laser = GetComponent<LineRenderer>();
     }
     
     void Update() {
 
         Laser.enabled = Input.GetMouseButton (0);
         if (Input.GetMouseButton (0)) {
             DrawLaser ();
         }
     }
 
 
     public static Vector2 Reflect(Vector2 vector, Vector2 normal) {
         return vector - 2 * Vector2.Dot(vector, normal) * normal;
     }
 
 
     public void DrawLaser() {
 
         Vertices = 1;
         isActive = true;
         CurrentDirection = transform.right;
         CurrentPosition = transform.position;
         Laser.SetVertexCount (1);
         Laser.SetPosition (0,transform.position);
 
         GameObject spark;
         spark = ObjectPooler.instance.GetUsableSparkParticle ();
         GameObject light;
         light = ObjectPooler.instance.GetUsableLaserHitLight ();
 
         while(isActive) {
             Vertices++;
             Laser.SetVertexCount(Vertices);
             Hit = Physics2D.Raycast(CurrentPosition, CurrentDirection, LaserMaxReach, LayerMask);
 
             if(Hit.collider != null) {
                 CurrentPosition = Hit.point;
                 CurrentDirection = Reflect(CurrentDirection, Hit.normal);
                 Laser.SetPosition(Vertices-1, Hit.point);
 
 
                 if (spark != null) {
                     spark.transform.position = Hit.point;
                     spark.SetActive (true);
                 }
 
                 if (light != null) {
                     light.transform.position = Hit.point;
                     light.SetActive(true);
                 }
 
 
             } else {
                 isActive = false;
                 Laser.SetPosition(Vertices-1, 50*CurrentDirection);
                 light.SetActive(false);
 
                 }
         
         if (Vertices > LaserMaxReflections)
         {
             isActive = false;
         }
         
     }
 }
 }
 


light-and-spark.jpg (17.9 kB)
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