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- hits = Physics.SphereCastAll (transform.position,3f,transform.up,0,-1);
- for (int i = 0; i < hits.Length;i++) {
- RaycastHit currHit = hits[i];
- if (currHit.transform.GetComponent<NodeMaterial> () != null) {
- currHit.transform.GetComponent<NodeMaterial> ().Cover();
- if (Physics.Raycast (currHit.transform.position,transform.position,Vector3.Distance(currHit.transform.position,transform.position), layMask))
- {
- Debug.DrawLine (transform.position,currHit.transform.position, Color.red,30f);
- currHit.transform.GetComponent<NodeMaterial> ().UnCover();
- }
- }
- }
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