Switch back to sphere casting
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@@ -8,17 +8,30 @@ namespace Scampz.GameJam.Assets.Scripts
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private float rayCastDistance = 1f;
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[SerializeField]
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private float rayCastAngle = 45f;
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[SerializeField]
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private float sphereRadius = 2f;
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//public bool IsWithinBounds()
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//{
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// var offsetAngle = Quaternion.AngleAxis(rayCastAngle, transform.right);
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// return Physics.Raycast(transform.position, offsetAngle * transform.forward);
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//}
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public bool IsWithinBounds()
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{
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var offsetAngle = Quaternion.AngleAxis(rayCastAngle, transform.right);
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return Physics.Raycast(transform.position, offsetAngle * transform.forward);
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var ray = new Ray(transform.position, offsetAngle * transform.forward);
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return Physics.SphereCast(ray, sphereRadius, rayCastDistance);
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}
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private void OnDrawGizmosSelected()
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{
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Gizmos.color = Color.red;
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var offsetAngle = Quaternion.AngleAxis(rayCastAngle, transform.right);
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Debug.DrawRay(transform.position, offsetAngle * transform.forward * rayCastDistance);
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var direction = offsetAngle * transform.forward;
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Debug.DrawLine(transform.position, transform.position + direction * rayCastDistance);
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Gizmos.DrawWireSphere(transform.position + direction * rayCastDistance, sphereRadius);
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}
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}
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}
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