Beispiel #1
0
            public void Execute(int index)
            {
                //Get the spawning information from the entity we spawned from
                AISpawnBoltData spawnBoltData = aiSpawnBoltDataFromEntity[spawningFromEntityList[index]];
                //Get our BoltMoveData
                BoltMoveData boldMoveData = boldMoveDataFromEntity[spawnedBoltEntityArray[index]];

                //Set our initial BoltMoveData values
                boldMoveData.position         = spawnBoltData.spawnPosition;
                boldMoveData.forwardDirection = spawnBoltData.spawnDirection;

                boldMoveDataFromEntity[spawnedBoltEntityArray[index]] = boldMoveData;
            }
            public void Execute(int index)
            {
                AIMoveData      aiMoveData      = aiMoveDataArray[index];
                AISpawnBoltData aiSpawnBoltData = aiSpawnBoltDataArray[index];

                aiSpawnBoltData.spawnPosition  = aiMoveData.position + (aiMoveData.forwardDirection * aiSpawnBoltData.offset);
                aiSpawnBoltData.spawnDirection = aiMoveData.forwardDirection;
                aiSpawnBoltData.timeSinceFire += deltaTime;

                if (aiSpawnBoltData.timeSinceFire > aiSpawnBoltData.fireRate)
                {
                    spawnBoltEntityQueue.Enqueue(entityArray[index]);
                    aiSpawnBoltData.timeSinceFire = 0.0f;
                }
                aiSpawnBoltDataArray[index] = aiSpawnBoltData;
            }
Beispiel #3
0
            public void Execute(int index)
            {
                //Get the spawning information from the entity we spawned from
                AISpawnBoltData spawnBoltData = aiSpawnBoltDataFromEntity[spawningFromEntityList[index]];
                //Get our Bolt position/rotation
                BoltMoveData boltMoveData = boltMoveDataFromEntity[spawnedBoltEntityArray[index]];
                Position     boltPosition = boltPositionFromEntity[spawnedBoltEntityArray[index]];
                Rotation     boltRotation = boltRotationFromEntity[spawnedBoltEntityArray[index]];

                //Set our initial values
                boltMoveData.forwardDirection = spawnBoltData.spawnDirection;
                boltPosition.Value            = spawnBoltData.spawnPosition;
                boltRotation.Value            = quaternion.LookRotation(new float3(0, -1, 0), new float3(0, 0, 1));

                boltMoveDataFromEntity[spawnedBoltEntityArray[index]] = boltMoveData;
                boltPositionFromEntity[spawnedBoltEntityArray[index]] = boltPosition;
                boltRotationFromEntity[spawnedBoltEntityArray[index]] = boltRotation;
            }
            public void Execute(int index)
            {
                Position        aiPosition      = aiPositionArray[index];
                Rotation        aiRotation      = aiRotationArray[index];
                AISpawnBoltData aiSpawnBoltData = aiSpawnBoltDataArray[index];


                float3 forwardDirection = math.forward(aiRotation.Value);

                aiSpawnBoltData.spawnPosition  = aiPosition.Value + (forwardDirection * aiSpawnBoltData.offset);
                aiSpawnBoltData.spawnDirection = forwardDirection;
                aiSpawnBoltData.timeSinceFire += deltaTime;

                if (aiSpawnBoltData.timeSinceFire > aiSpawnBoltData.fireRate)
                {
                    spawnBoltEntityQueue.Enqueue(entityArray[index]);
                    aiSpawnBoltData.timeSinceFire = 0.0f;
                }
                aiSpawnBoltDataArray[index] = aiSpawnBoltData;
            }