Beispiel #1
0
        public static void LaunchCats()
        {
            InitCats();

            GameObject catSun        = LaunchCat(scale);
            CatOrbiter catSunOrbiter = catSun.AddComponent <CatOrbiter>();

            catSunOrbiter.Init(null, 0);

            int cats = UnityEngine.Random.Range(6, 10);

            for (int i = 0; i < cats; i++)
            {
                GameObject cat        = LaunchCat(scale);
                CatOrbiter catOrbiter = cat.AddComponent <CatOrbiter>();
                catOrbiter.Init(catSunOrbiter, Screen.height * 0.5f);

                int moons = UnityEngine.Random.Range(0, 4);

                for (int j = 0; j < moons; j++)
                {
                    GameObject catMoon        = LaunchCat(scale);
                    CatOrbiter catMoonOrbiter = catMoon.AddComponent <CatOrbiter>();
                    catMoonOrbiter.Init(catOrbiter, Screen.height * 0.06f);
                }
            }
        }
Beispiel #2
0
        public void Init(CatOrbiter parent, float soi)
        {
            TimingManager.FixedUpdateAdd(TimingManager.TimingStage.Earlyish, DoForces);

            orbiters.Add(this);
            rb             = gameObject.AddComponent <Rigidbody2D>();
            rb.isKinematic = true;

            if (orbiters.Count == 1)
            {
                sun = this;
                Vector3 spos = new Vector3(Screen.width * 0.5f, Screen.height * 0.5f, -1);
                transform.position = KSP.UI.UIMainCamera.Camera.ScreenToWorldPoint(spos);
                Mass  = 2E17;
                pos.x = transform.position.x;
                pos.y = transform.position.y;
            }
            else
            {
                Vector2 relativePos = Random.insideUnitCircle;
                if (relativePos.magnitude < 0.2)
                {
                    relativePos = relativePos.normalized * 0.3f;
                }
                Vector3 spos = UIMainCamera.Camera.WorldToScreenPoint(parent.transform.position) + (Vector3)(relativePos * soi);
                spos.z             = -1;
                transform.position = UIMainCamera.Camera.ScreenToWorldPoint(spos);

                pos.x = transform.position.x;
                pos.y = transform.position.y;

                //int scaleRange = 10;
                //
                //float factor = (1 + (scaleRange - 1) * Random.value);
                //
                //scale = parent.scale * factor / scaleRange;
                scale = parent.scale * 0.6f;

                transform.localScale *= scale;
                TrailRenderer trail = gameObject.GetComponent <TrailRenderer>();
                trail.colorGradient = new Gradient()
                {
                    alphaKeys = new GradientAlphaKey[3] {
                        new GradientAlphaKey(1, 0), new GradientAlphaKey(1, 0.7f), new GradientAlphaKey(0, 1)
                    }
                };
                trail.startWidth *= scale;
                //trail.endWidth *= scale;
                trail.widthCurve = new AnimationCurve(new Keyframe(0, trail.startWidth), new Keyframe(0.7f, trail.startWidth), new Keyframe(1, trail.startWidth * 0.9f));

                //Mass = factor * 2E16;

                Mass = parent.Mass * 0.025;

                Vector2d dist        = parent.pos - pos;
                double   circularVel = Math.Sqrt(G * (Mass + parent.Mass) / dist.magnitude);
                if (parent == sun)
                {
                    circularVel *= Random.Range(0.9f, 1.1f);
                }
                Debug.Log("CatOrbiter " + circularVel.ToString("F3") + " " + Mass.ToString("F2") + " " + orbiters[0].Mass.ToString("F2") + " " +
                          dist.magnitude.ToString("F2"));

                Vector3d normal = (Random.value >= 0.3) ? Vector3d.back : Vector3d.forward;

                Vector3d vel3d = Vector3d.Cross(dist, normal).normalized *circularVel;
                vel.x = parent.vel.x + vel3d.x;
                vel.y = parent.vel.y + vel3d.y;
            }

            rb.MovePosition(new Vector2((float)pos.x, (float)pos.y));
        }