Beispiel #1
0
    /// <summary>
    /// When objects leave the planet orbit, they cease to be children of _self, so they stop rotating when _self spins.
    /// </summary>
    private void OnTriggerExit(Collider other)
    {
        if (!other.gameObject.tag.Contains("|Player|"))
        {
            return;
        }
        print("EXIT planet collide! " + gameObject.transform.parent.name);

        other.transform.SetParent(_playerOriginalParent);
        // when exit, reposition player
        if (!_isLit)
        {
            return;
        }

        if (!other.gameObject.tag.Contains("|Player|"))
        {
            return;
        }
        print("exit planet when star lit");
        //
        _isOnPlanet = false;
        OnRidePlanet?.Invoke(_isOnPlanet);
        CancelInvoke(nameof(AdjustRotation));
    }
Beispiel #2
0
    //TODO: mark these comments as a TODO item, add them to documentation, or delete them.
    // need to check if the star is lit or not
    // check if create star or destroy star is on trigger
    /// <summary>
    /// When an object capable of orbiting enters the collider, it becomes a child of _self.
    /// </summary>
    /// <remarks>
    /// Since players can move, we need to regularly call AdjustRotation() to keep a player orbiting
    /// all the way around the object.
    /// </remarks>
    private void OnTriggerEnter(Collider other)
    {
        if (!other.gameObject.tag.Contains("|Player|"))
        {
            return;
        }
        print("collide with a planet! " + gameObject.transform.parent.name);

        _player = other;
        _playerOriginalParent = _player.transform.parent.transform;
        print("player original parent -- " + _playerOriginalParent.name);

        // player can orbit the planet only if the star is lit
        if (!_isLit)
        {
            return;
        }

        print("!!!!!!!!!!! star is lit and ready to reveal the GUI");

        _self.LookAt(other.transform.position);
        other.gameObject.transform.SetParent(transform);

        _isOnPlanet = true;
        OnRidePlanet?.Invoke(_isOnPlanet);

        // TODO: remove adjust rotation
        InvokeRepeating(nameof(AdjustRotation), 1.0f, 1.0f);
    }