Cleaned up and commented version.
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@@ -0,0 +1,79 @@
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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 QuadScript : MonoBehaviour
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{
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Material mMaterial;
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MeshRenderer mMeshRenderer;
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float[] mPoints;
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int mHitCount;
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float mDelay;
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void Start()
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{
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mDelay = 3;
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mMeshRenderer = GetComponent<MeshRenderer>();
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mMaterial = mMeshRenderer.material;
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mPoints = new float[32 * 3]; //32 point
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}
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/*void Update()
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{
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mDelay -= Time.deltaTime;
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if (mDelay <= 0)
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{
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GameObject go = Instantiate(Resources.Load<GameObject>("Projectile"));
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go.transform.position = new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-3f, -1f));
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mDelay = 0.5f;
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}
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}*/
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private void OnCollisionEnter(Collision collision)
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{
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foreach (ContactPoint cp in collision.contacts)
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{
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Debug.Log("Contact with object " + cp.otherCollider.gameObject.name);
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Vector3 StartOfRay = cp.point - cp.normal;
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Vector3 RayDir = cp.normal;
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Ray ray = new Ray(StartOfRay, RayDir);
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RaycastHit hit;
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bool hitit = Physics.Raycast(ray, out hit, 10f, LayerMask.GetMask("HeatMapLayer"));
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if (hitit)
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{
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Debug.Log("Hit Object " + hit.collider.gameObject.name);
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Debug.Log("Hit Texture coordinates = " + hit.textureCoord.x + "," + hit.textureCoord.y);
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addHitPoint(hit.textureCoord.x * 4 - 2, hit.textureCoord.y * 4 - 2);
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}
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//Destroy(cp.otherCollider.gameObject);
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}
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}
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public void addHitPoint(float xp, float yp)
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{
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Debug.Log("Added Hitpoint: " + xp + "," + yp);
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mPoints[mHitCount * 3] = xp;
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mPoints[mHitCount * 3 + 1] = yp;
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mPoints[mHitCount * 3 + 2] = Random.Range(1f, 3f);
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mHitCount++;
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mHitCount %= 32;
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mMaterial.SetFloatArray("_Hits", mPoints);
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mMaterial.SetInt("_HitCount", mHitCount);
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}
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}
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