Beispiel #1
0
 IEnumerator Compute()
 {
     while (true)
     {
         x = spline.GetClosestPointAtSpline(transform.position);
         yield return(new WaitForSeconds(1f));
     }
 }
Beispiel #2
0
    public void Create(Vector3 pos, float initSpeed, string name, Texture2D pic)
    {
        trail.Emit = false;
        hud.SetHudNameAndPic(name, pic, this);
        mov             = this.gameObject.GetComponent <CatmullRomMovement>();
        spline          = (CatmullRomSpline)GameObject.Find("Root").GetComponent <CatmullRomSpline>();
        mov.startOffset = spline.GetClosestPointAtSpline(pos);
        mov.speed       = initSpeed;
        mov.DelayedStart();
        trail.Emit = true;


        float hue = Random.Range(0.01f, 0.999f);

        for (int i = 0; i < 5; i++)
        {
            gradientColor[i].color = new HSBColor((hue + (hueStep * i)) % 1f, 1, 1, 1 - (0.25f * i)).ToColor();
            gradientColor[i].time  = i * 0.25f;

            gradientAlpha[i].alpha = 1 - (0.25f * i);
            gradientAlpha[i].time  = i * 0.25f;
        }

        gradient.SetKeys(gradientColor, gradientAlpha);

        trail.TrailData.ColorOverLife = gradient;
    }
Beispiel #3
0
    IEnumerator EventCoroutine(Props p)
    {
        Vector3 position = new Vector3(0, 0, 0);
        int     i        = 0;

        while (true)
        {
            if (p.stack.Count > 0 && p.isEventInProgress && mov.isPlaying && !mov.isGameOver)
            {
                Debug.Log("Spawning: " + p.name);
                if (!p.worldPos)
                {
                    position = vehicle.position + p.propRezOffset +
                               new Vector3(Random.Range(-p.randomness.x, p.randomness.x), Random.Range(-p.randomness.y, p.randomness.y),
                                           Random.Range(-p.randomness.z, p.randomness.z));

                    position += new Vector3(0, spline.GetPositionAtTime(spline.GetClosestPointAtSpline(position, 10)).y, 0); //Affect only Y-Axis
                }
                else
                {
                    position = p.propRezOffset + new Vector3(Random.Range(-p.randomness.x, p.randomness.x), Random.Range(-p.randomness.y, p.randomness.y),
                                                             Random.Range(-p.randomness.z, p.randomness.z));
                }

                p.stack.Pop().GetComponent <PropPoolObject>().Create(position, p.extraData);
                p.availableObjects = p.stack.Count;
                i++;
            }
            yield return(new WaitForSeconds(Random.Range(p.minSpawnInterval, p.maxSpawnInterval)));
        }
    }
Beispiel #4
0
    private MeshGenerator GetCorrespondingPathPart()
    {
        //float splineClosestPosition = spline.GetClosestPointAtSpline(myTransform.position);

        float splineClosestPosition = spline.GetClosestPointAtSpline(vehicle.MyTransform.position) + 5f;

        caveLength = 100;

        Debug.Log("Creating cave at spline pos: " + splineClosestPosition + " which is Vector3 world pos = " + spline.GetPositionAtTime(splineClosestPosition));

        for (int i = 0; i < meshPool.allObjects.Count; i++)
        {
            if (meshPool.allObjects[i].from <= splineClosestPosition &&
                meshPool.allObjects[i].to >= splineClosestPosition)
            {
//				Debug.Log("Selected mesh is: "+meshPool.allObjects[i]);
                return(meshPool.allObjects[i]);
            }
        }

        Debug.LogWarning("Corresponding path of MeshGenerator was not found, probably cave exceeds rendered tunnel length. Closest point: " + splineClosestPosition.ToString("f2"));
        return(null);
    }
Beispiel #5
0
    void FixedUpdate()
    {
        if (!isPaused)
        {
            if (controlsEnabled)
            {
                dir = inputManager.dir;

                forceAffector = new Vector3(forceAffector.x, 0, forceAffector.z / 100);
                forceAffector = Vector3.ClampMagnitude(forceAffector, forceAffectorMultiplier * 10);
                vect          = new Vector3(directionSensitivity * dir * -1f, 0, fwdSpeed * (1 + (accel)));
                vect         += forceAffector * (1 - controlMultiplier);

                if (!isGameOver)
                {
                    transform.Translate(vect);
                }

                myTransform.position = new Vector3(myTransform.position.x, spline.GetPositionAtTime(spline.GetClosestPointAtSpline(myTransform.position, 20)).y + 2, myTransform.position.z);

                Vector3 nearFuturePos = spline.GetPositionAtTime(spline.GetClosestPointAtSpline(myTransform.position, 20) + 0.1f);
                float   cameraXAngle  = myTransform.position.y - nearFuturePos.y;

                cameraRotationTarget          = Quaternion.Euler(cameraXAngle * 4 + highSpeedCameraAffector, dir * 10, dir * cameraRotSensitivityZ);
                uiRotationTarget              = Quaternion.Euler(accel * uiRotSensitivityX, dir * uiRotSensitivityY, dir * uiRotSensitivityZ);
                cameraTransform.localRotation = Quaternion.Lerp(cameraTransform.localRotation, cameraRotationTarget, Time.deltaTime * rotationSpeed);

                playerHealthBar.value = playerHealth / 100f;

                if (playerHealth != playerOldHealth)
                {
                    playerHealthText.text = "Health: " + playerHealth.ToString("f2") + "%";
                }
                playerOldHealth = playerHealth;

                if (shouldRotateUI)
                {
                    foreach (Transform t in uiPanelElements)
                    {
                        t.localRotation = Quaternion.Lerp(t.localRotation, uiRotationTarget, Time.deltaTime * rotationSpeed);
                    }
                }

                if (shouldTweenFOV)
                {
                    cam.fieldOfView = Mathf.Lerp(cam.fieldOfView, 90 + (accel * 75), Time.deltaTime * rotationSpeed);
                }


                Vector3    left  = transform.TransformDirection(Vector3.left);
                Vector3    right = transform.TransformDirection(Vector3.right);
                RaycastHit hit;

                if (Physics.Raycast(transform.position, left, out hit, minChargeDistance))
                {
                    nearMissCharge     += 0.1f;
                    leftGradient.alpha += 0.1f;

                    if (hit.collider.gameObject.tag == "Obstacle" && !nearMissCooldown)
                    {
                        score += 200;
                        ScoreBonusManager.Instance.AddScore(200, "Near Miss");
                        StartCoroutine("NearMissCooldown");
                    }
                }

                if (Physics.Raycast(transform.position, right, out hit, minChargeDistance))
                {
                    nearMissCharge      += 0.1f;
                    rightGradient.alpha += 0.1f;

                    if (hit.collider.gameObject.tag == "Obstacle" && !nearMissCooldown)
                    {
                        score += 200;
                        ScoreBonusManager.Instance.AddScore(200, "Near Miss");
                        StartCoroutine("NearMissCooldown");
                    }
                }

                if (nearMissCharge >= nearMissChargeCap)
                {
                    nearMissCharge = nearMissChargeCap;
                }
                chargeLineRight.fillAmount = nearMissCharge / nearMissChargeCap;
                chargePercentageLabel.text = ((nearMissCharge / nearMissChargeCap) * 100).ToString("f1") + "%";

                if (nearMissCharge < 1f)
                {
                    TriggerSlowDown();
                }
            }
            else
            {
                if (spline.IsReady)
                {
                    if (loopMode == LoopMode.ONCE)
                    {
                        _t += menuFwdSpeed;
                    }
                    else if (loopMode == LoopMode.LOOP)
                    {
                        if (_t >= splineTimeLimit)
                        {
                            _t = 0f;
                        }
                        else
                        {
                            _t += menuFwdSpeed;
                        }
                    }
                    else if (loopMode == LoopMode.PINGPONG)
                    {
                        if (_t >= splineTimeLimit || _t <= 0f)
                        {
                            menuFwdSpeed = -menuFwdSpeed;
                        }
                        _t += menuFwdSpeed;
                    }

                    if (_t > splineTimeLimit)
                    {
                        _t = splineTimeLimit;
                    }
                    if (_t < 0)
                    {
                        _t = 0f;
                    }

                    myTransform.position = Vector3.Lerp(myTransform.position, spline.GetPositionAtTime(_t), Time.deltaTime * 5);
                    //myTransform.position = spline.GetPositionAtTime(_t);
                    spline.GetRotAtTime(_t + 0.5f, this.gameObject);
                }
            }
        }
    }