Beispiel #1
0
    private void BuildGrid()
    {
        for (float yCoordinate = this.comShipMovement.viewportMinY; yCoordinate <= this.comShipMovement.viewportMaxY; yCoordinate += this.pointSeparation)
        {
            for (float xCoordinate = this.comShipMovement.viewportMinX; xCoordinate <= this.comShipMovement.viewportMaxX; xCoordinate += this.pointSeparation)
            {
                //TODO: JPS: This sets z to -10 for some reason.  Why?
                Vector3 currentPointPosition  = this.comShipMovement.renderCamera.ViewportToWorldPoint(new Vector3(xCoordinate, yCoordinate, 0));
                Vector3 adjustedPointPosition = new Vector3(currentPointPosition.x, currentPointPosition.y, 0);

                //Point currentPoint = new Point(adjustedPointPosition, this.numberOfScanIterations);

                GameObject      pointObject = Instantiate(this.navigationPointPrefab, adjustedPointPosition, new Quaternion()) as GameObject;
                NavigationPoint navPoint    = pointObject.GetComponent <NavigationPoint>();
                navPoint.InitializePoint(adjustedPointPosition, this.numberOfScanIterations);
                this.grid.Add(navPoint);
                //navPoint.pointReference = this.grid.Last();  //JPS  Can't I just use currentPoint?
            }
        }
    }
Beispiel #2
0
    private void BuildBorders()
    {
        float borderLength = this.borderWidth * this.pointSeparation;

        //Top Border
        for (float rowIndex = 0; rowIndex < this.borderWidth; rowIndex++)
        {
            for (float xCoordinate = this.comShipMovement.viewportMinX - borderLength; xCoordinate <= this.comShipMovement.viewportMaxX + borderLength; xCoordinate += this.pointSeparation)
            {
                //TODO: JPS: This sets z to -10 for some reason.  Why?
                Vector3 currentPointPosition  = this.comShipMovement.renderCamera.ViewportToWorldPoint(new Vector3(xCoordinate, this.comShipMovement.viewportMaxY + (this.pointSeparation * (rowIndex + 1)), 0));
                Vector3 adjustedPointPosition = new Vector3(currentPointPosition.x, currentPointPosition.y, 0);

                //Point currentPoint = new Point(adjustedPointPosition, 1);
                //currentPoint.dangerScore = 1;

                GameObject      pointObject = Instantiate(this.navigationPointPrefab, adjustedPointPosition, new Quaternion()) as GameObject;
                NavigationPoint navPoint    = pointObject.GetComponent <NavigationPoint>();
                navPoint.InitializePoint(adjustedPointPosition, 1);
                navPoint.dangerScore = 1;
                //navPoint.pointReference = currentPoint;
            }
        }

        //Bottom Border
        for (float rowIndex = 0; rowIndex < this.borderWidth; rowIndex++)
        {
            for (float xCoordinate = this.comShipMovement.viewportMinX - borderLength; xCoordinate <= this.comShipMovement.viewportMaxX + borderLength; xCoordinate += this.pointSeparation)
            {
                //TODO: JPS: This sets z to -10 for some reason.  Why?
                Vector3 currentPointPosition  = this.comShipMovement.renderCamera.ViewportToWorldPoint(new Vector3(xCoordinate, this.comShipMovement.viewportMinY - (this.pointSeparation * (rowIndex + 1)), 0));
                Vector3 adjustedPointPosition = new Vector3(currentPointPosition.x, currentPointPosition.y, 0);

                //Point currentPoint = new Point(adjustedPointPosition, 1);
                //currentPoint.dangerScore = 1;

                GameObject      pointObject = Instantiate(this.navigationPointPrefab, adjustedPointPosition, new Quaternion()) as GameObject;
                NavigationPoint navPoint    = pointObject.GetComponent <NavigationPoint>();
                navPoint.InitializePoint(adjustedPointPosition, 1);
                navPoint.dangerScore = 1;
                //navPoint.pointReference = currentPoint;
            }
        }

        //Left Border
        for (float rowIndex = 0; rowIndex < this.borderWidth; rowIndex++)
        {
            for (float yCoordinate = this.comShipMovement.viewportMinY - borderLength; yCoordinate <= this.comShipMovement.viewportMaxY + borderLength; yCoordinate += this.pointSeparation)
            {
                //TODO: JPS: This sets z to -10 for some reason.  Why?
                Vector3 currentPointPosition  = this.comShipMovement.renderCamera.ViewportToWorldPoint(new Vector3(this.comShipMovement.viewportMinX - (this.pointSeparation * (rowIndex + 1)), yCoordinate, 0));
                Vector3 adjustedPointPosition = new Vector3(currentPointPosition.x, currentPointPosition.y, 0);

                //Point currentPoint = new Point(adjustedPointPosition, 1);
                //currentPoint.dangerScore = 1;

                GameObject      pointObject = Instantiate(this.navigationPointPrefab, adjustedPointPosition, new Quaternion()) as GameObject;
                NavigationPoint navPoint    = pointObject.GetComponent <NavigationPoint>();
                navPoint.InitializePoint(adjustedPointPosition, 1);
                navPoint.dangerScore = 1;
                //navPoint.pointReference = currentPoint;
            }
        }

        //Right Border
        for (float rowIndex = 0; rowIndex < this.borderWidth; rowIndex++)
        {
            for (float yCoordinate = this.comShipMovement.viewportMinY - borderLength; yCoordinate <= this.comShipMovement.viewportMaxY + borderLength; yCoordinate += this.pointSeparation)
            {
                //TODO: JPS: This sets z to -10 for some reason.  Why?
                Vector3 currentPointPosition  = this.comShipMovement.renderCamera.ViewportToWorldPoint(new Vector3(this.comShipMovement.viewportMaxX + (this.pointSeparation * rowIndex), yCoordinate, 0));
                Vector3 adjustedPointPosition = new Vector3(currentPointPosition.x, currentPointPosition.y, 0);

                //Point currentPoint = new Point(adjustedPointPosition, 1);
                //currentPoint.dangerScore = 1;

                GameObject      pointObject = Instantiate(this.navigationPointPrefab, adjustedPointPosition, new Quaternion()) as GameObject;
                NavigationPoint navPoint    = pointObject.GetComponent <NavigationPoint>();
                navPoint.InitializePoint(adjustedPointPosition, 1);
                navPoint.dangerScore = 1;
                //navPoint.pointReference = currentPoint;
            }
        }
    }