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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class PointLight : MonoBehaviour
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{
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public int SamplesCount = 5;
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public float Angle = 45.0f;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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public Ray2D[] GetRays() {
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float angleRad = Mathf.Deg2Rad * Angle;
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float halfAngleRad = angleRad / 2.0f;
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if(SamplesCount == 1) {
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halfAngleRad = 0;
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}
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float startAngle = 2.5f * Mathf.PI - halfAngleRad;
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float endAngle = 2.5f * Mathf.PI + halfAngleRad;
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Ray2D[] result = new Ray2D[SamplesCount];
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float step = angleRad / (SamplesCount - 1);
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if (SamplesCount > 1) {
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for (int i = 0; i < SamplesCount; i++) {
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float a = startAngle + step * i;
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result[i] = new Ray2D(transform.position, transform.TransformVector(new Vector3(Mathf.Cos(a), Mathf.Sin(a), 0.0f)).normalized);
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}
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} else {
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result[0] = new Ray2D(transform.position, transform.TransformVector( new Vector3(Mathf.Cos(startAngle), Mathf.Sin(startAngle), 0.0f)).normalized);
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}
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return result;
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}
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public bool DrawGizmo = true;
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private void OnDrawGizmos() {
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if (!DrawGizmo) {
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return;
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}
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var rays = GetRays();
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foreach (var ray in rays) {
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Gizmos.DrawLine(ray.origin, ray.origin + ray.direction * 0.5f);
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}
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}
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}
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