Revamp stuff (no one else is reading this it's fine)
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@@ -11,6 +11,8 @@ namespace Scampz.GameJam.Assets.Scripts
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[SerializeField]
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private float sphereRadius = 2f;
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private float currentHitDistance;
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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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@@ -19,19 +21,23 @@ namespace Scampz.GameJam.Assets.Scripts
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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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var ray = new Ray(transform.position, offsetAngle * transform.forward);
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return Physics.SphereCast(ray, sphereRadius, rayCastDistance);
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var offsetAngleRight = Quaternion.AngleAxis(rayCastAngle, transform.right);
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var isRayHitting = Physics.SphereCast(transform.position, sphereRadius, offsetAngleRight * transform.forward, out var sphereHit, rayCastDistance);
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if (isRayHitting)
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currentHitDistance = sphereHit.distance;
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else
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currentHitDistance = rayCastDistance;
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return currentHitDistance != 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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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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var offsetAngleRight = Quaternion.AngleAxis(rayCastAngle, transform.right);
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Gizmos.DrawRay(transform.position, offsetAngleRight * transform.forward);
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Gizmos.DrawWireSphere(transform.position + (offsetAngleRight * transform.forward) * rayCastDistance, sphereRadius);
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}
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}
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}
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