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DistanceFromFloor.js
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#pragma strict
var distanceFromFloor : float = 100.0;
//var floorObject : GameObject;
var adjustSpeed : float = 50;
var MyLayerMask : int;
var hoverError : float;
function Start () {
// floorObject = gameObject;
//Transform.translate(floorObject.distance);
MyLayerMask = (1 << LayerMask.NameToLayer("landscape")) | (1 << LayerMask.NameToLayer("landscape-alt")) ;
}
function Update () {
var hit : RaycastHit;
if (Physics.Raycast (transform.position, -Vector3.up, hit, distanceFromFloor * 2, MyLayerMask)) {
var distanceToGround = hit.distance;
//Debug.Log ("There is something below the object!");
var myYPos : float = (hit.point.y + distanceFromFloor);
transform.position.y = Mathf.Lerp (transform.position.y, myYPos, Time.deltaTime);
}
//else {transform.Translate(-Vector3.up * Time.deltaTime * adjustSpeed, Camera.main.transform);}
else {
var myDownYPos : float = transform.position.y - adjustSpeed;
transform.position.y = Mathf.Lerp (transform.position.y, myDownYPos, Time.deltaTime);
}
}