Beispiel #1
0
 public Vector3 GetPoint(WaypointsMover mover, float time)
 {
     if (IsCurved)
     {
         float fullLength     = BezierApproximation.GetLength(_moversParts[mover]);
         float remainedLength = fullLength * (time - 0.001f);
         for (int i = 0; i < _moversParts[mover].Count - 1; i++)
         {
             Vector3 point1     = _moversParts[mover][i];
             Vector3 point2     = _moversParts[mover][i + 1];
             float   lineLength = Vector3.Distance(point1, point2);
             if (lineLength < remainedLength)
             {
                 remainedLength -= lineLength;
             }
             else
             {
                 return(point1 + (point2 - point1).normalized * remainedLength);
             }
         }
         throw new Exception("Get point error for time:" + time + ", remainedLength: " + remainedLength);
     }
     else
     {
         Vector3 point1         = _moversParts[mover][0];
         Vector3 point2         = _moversParts[mover][1];
         float   fullLength     = Vector3.Distance(point1, point2);
         float   remainedLength = fullLength * time;
         return(point1 + (point2 - point1).normalized * remainedLength);
     }
 }
Beispiel #2
0
 public float GetLength(WaypointsMover mover, int fromInd, int toInd, bool isForwardDirection)
 {
     if (IsCurved)
     {
         Vector3 handle1 = isForwardDirection ? GetHandle1(mover, fromInd) : GetHandle2(mover, fromInd);
         Vector3 handle2 = isForwardDirection ? GetHandle2(mover, toInd) : GetHandle1(mover, toInd);
         return(BezierApproximation.GetLength(_capturedPositions[mover][fromInd], handle1, _capturedPositions[mover][toInd], handle2, LinesCount));
     }
     else
     {
         return(Vector3.Distance(_capturedPositions[mover][fromInd], _capturedPositions[mover][toInd]));
     }
 }
Beispiel #3
0
        public Vector3 CapturePosition(WaypointsMover mover, int waypointIndex)
        {
            Transform      waypoint       = Waypoints[waypointIndex];
            RandomWaypoint randomWaypoint = waypoint.GetComponent <RandomWaypoint>();
            Vector3        position       = randomWaypoint == null
                                ? waypoint.position
                                : randomWaypoint.GenerateRandomPoint();

            if (!_capturedPositions.ContainsKey(mover))
            {
                _capturedPositions[mover] = new Dictionary <int, Vector3>();
            }

            _capturedPositions[mover][waypointIndex] = position;
            return(position);
        }
Beispiel #4
0
        public void StartNextPart(WaypointsMover mover, int fromInd, int toInd, bool isForwardDirection)
        {
            Vector3 toPosition = CapturePosition(mover, toInd);

            if (IsCurved)
            {
                Vector3 handle1 = isForwardDirection ? GetHandle1(mover, fromInd) : GetHandle2(mover, fromInd);
                Vector3 handle2 = isForwardDirection ? GetHandle2(mover, toInd) : GetHandle1(mover, toInd);
                _moversParts[mover] = BezierApproximation.GetLines(_capturedPositions[mover][fromInd], handle1, toPosition, handle2, LinesCount);
            }
            else
            {
                _moversParts[mover] = new List <Vector3> {
                    _capturedPositions[mover][fromInd], toPosition
                };
            }

            ClearDestroyedMovers();
        }
Beispiel #5
0
        private Vector3 GetHandle1(WaypointsMover mover, int ind)
        {
            Vector3 dPos = _capturedPositions[mover][ind] - Waypoints[ind].position;

            return(GetHandle1(ind) + dPos);
        }