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Question by JPB18 · Nov 29, 2012 at 07:53 PM · javascriptspawnline rendererpositionsbeam

Best way to place a Line Renderer into scene...

Hi there!

So, I'm trying to make an energy beam, using a Line Renderer, that's fired every time the player presses "mouse 0". However, I need to know how can I spawn the line renderer every time the player presses the button, and also, set it's positions (element 0 and 1) in the player ship and the target object, using Unityscript...

So, any idea?

Thanks in advance.

JPB18

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Answer by JPB18 · Dec 01, 2012 at 03:08 PM

Found a solution by myself, and here's the function I ended up creating:

 function fire_phaser_player() {
 
         if(Input.GetAxis("Fire1"))
         {
             if (target != null)
             {
                 if(weapon1.isBeam == true && weapon1.isPresent == true)
                     {
                         var line_rend : LineRenderer;
                         var script : playerShip = target.GetComponent(playerShip);
                         if(isBeam == false)
                         {
                             //render the beam
                             beam = Instantiate(weapon1.beam);
                             line_rend = beam.GetComponent(LineRenderer);
                             line_rend.SetPosition(0, transform.position);
                             line_rend.SetPosition(1, target.position);
                             isBeam = true;
                             
                             //do damage
                             
                             if (script.isRedAlert == true && script.shields > 0)
                             {
                                 script.shields -= weapon1.damage * weapon1.shieldMulti * Time.deltaTime;
                             
                             }
                             else
                             {
                                 script.health -= weapon1.damage * weapon1.hullMulti * Time.deltaTime;
                             }
                             
                             
                         }
                         else
                         {
                             //orient the beam
                             line_rend = beam.GetComponent(LineRenderer);
                             line_rend.SetPosition(0, transform.position);
                             line_rend.SetPosition(1, target.position);
                             //do damage
                             
                             if (script.isRedAlert == true && script.shields > 0)
                             {
                                 script.shields -= weapon1.damage * weapon1.shieldMulti * Time.deltaTime;
                             
                             }
                             else
                             {
                                 script.health -= weapon1.damage * weapon1.hullMulti * Time.deltaTime;
                             }
                         
                         }
                     }
 
             }
             
         
         
         }
         else
         {
             if(weapon1.isBeam == true && weapon1.isPresent == true)
             {
                 isBeam = false;
                 Destroy(beam);
                 beam = null;
             }
         }
     
 
 
 }
 

weapon1 is a class I created to hold the characteristics of beam weapons, beam is a var that holds the GameObject of the beam that's currently being fired, isBeam is a boolean var that's used to check if the beam is being fired and target is the current target of the ship.

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