/// <summary>
 /// The target handler will call this method when the aim data has been updated and is ready to be
 /// processed by anything that needs to be aware of any changes. This generally includes a visual
 /// indicator for the aiming and the active orientation handler.
 /// </summary>
 /// <param name="aimData"></param>
 public void OnUpdateAimData(AimData aimData)
 {
     if (UpdateAimData != null)
     {
         UpdateAimData(aimData);
     }
 }
Beispiel #2
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 private void SendAim(AimData data)
 {
     try {
         Aim(data);
     }
     catch {
         Debug.Log("No destination assigned to event: Aim");
     }
 }
Beispiel #3
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 protected void SendAim(Vector2 position)
 {
     try {
         // replace 250 with the maximum range of a weapons later.
         AimData data = new AimData(position, 250);
         OnAim(data);
     }
     catch {
         Debug.LogError("Could not send delegate to destination!");
     }
 }
Beispiel #4
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			public AimData GetCoordsByRay (Ray aimRay) 
			{
				AimData data = new AimData();
			
				RaycastHit raycastHitData; 
				if (!Physics.Raycast(aimRay, out raycastHitData) || //if was not hit
					!raycastHitData.collider.transform.IsChildOf(transform)) //if was hit in object that is not child of voxeland
						return data;
			
				data.collider = raycastHitData.collider;
			
				#region Terrain block
				if (raycastHitData.collider.gameObject.name == "LoResChunk")
				{
					data.chunk = raycastHitData.collider.transform.parent.GetComponent<Chunk>();
				
					if (data.chunk == null || data.chunk.faces==null || data.chunk.faces.Length==0) return data;
					if (data.chunk.stage != Chunk.Stage.complete) return data; //can hit only fully built chunks
				
					data.hit = true;
					data.type = AimData.Type.face;
					data.face = data.chunk.faces[ data.chunk.visibleFaceNums[raycastHitData.triangleIndex/2] ];
					data.x = data.face.x + data.chunk.coordX*chunkSize;
					data.y = data.face.y;
					data.z = data.face.z + data.chunk.coordZ*chunkSize;
					data.dir = data.face.dir;
				
					data.triIndex = raycastHitData.triangleIndex;
				
					return data;
				}
				#endregion
			
				#region Object block
				else
				{
					Transform parent = raycastHitData.collider.transform.parent;
					while (parent != null)
					{
						if (parent.name=="Chunk" && parent.IsChildOf(transform))
						{
							data.chunk = parent.GetComponent<Chunk>();
							break;
						}
						parent = parent.parent;
					}
				
					if (data.chunk == null) return data; //aiming other obj
				
					data.hit = true;
					data.type = AimData.Type.obj;
				
					Vector3 pos= raycastHitData.collider.transform.localPosition;
				
					data.x = (int)pos.x + data.chunk.offsetX; 
					data.y = (int)pos.y; 
					data.z = (int)pos.z + data.chunk.offsetZ;
	
					return data;
				}
				#endregion	
			}