Ejemplo n.º 1
0
    public void SimulateFlight(CannonScript theCannon)
    {
        Vector3     startPos         = new Vector3(0, 0, 0);
        Vector3     endPos           = new Vector3(0, 0, 0);
        Vector3     moveDelta        = new Vector3(0, 0, 0);
        Vector3     simVelocity      = new Vector3(0, 0, 0);
        Vector3     hitSurfaceNormal = new Vector3(0, 1, 0);
        const float deltaTime        = 1.0f / 10.0f;
        bool        hitTarget        = false;
        bool        hitGround        = false;


        int sanity = 0;

        if (theReticule == null)
        {
            return;
        }

        if (theCannon != null)
        {
            theCannon.GetSpawnBallPosition(out startPos);
            GetLaunchVelocity(theCannon.localElevationAngle, theCannon.localRotationAngle, out simVelocity);
            while (!hitGround && !hitTarget)
            {
                DoMotion(startPos, deltaTime, ref simVelocity, out moveDelta);
                DoCollisionDetection(startPos, moveDelta, out endPos, out hitSurfaceNormal, out hitTarget, out hitGround);
                startPos = endPos;
            }

            if (hitTarget)
            {
                theReticule.renderer.material = greenReticuleMaterial;
            }
            else
            {
                theReticule.renderer.material = redReticuleMaterial;
            }

            print("hitTarget - " + hitTarget + " endPos = " + endPos);

            //where should the reticule go, and what direction should it face?
            theReticule.newPos = endPos;
            theReticule.newOrientationInEulerAngles = Vector3.zero;
            float angleFromVertical = Vector3.Angle(hitSurfaceNormal, Vector3.up);
            if ((angleFromVertical > 1.0f) && (angleFromVertical < 45.0f))
            {
                //	bit of a hack... I know the orientation of the hill,
                //	so if the reticule is hitting anything other than flat ground,
                //	set it to the orientation of the hill
                theReticule.newOrientationInEulerAngles = theGameManager.theHill.transform.eulerAngles;
            }
        }
    }
Ejemplo n.º 2
0
    public void SimulateFlight(CannonScript theCannon)
    {
        Vector3 startPos = new Vector3(0,0,0);
        Vector3 endPos = new Vector3(0,0,0);
        Vector3 moveDelta = new Vector3(0,0,0);
        Vector3 simVelocity = new Vector3(0,0,0);
        Vector3 hitSurfaceNormal = new Vector3(0,1,0);
        const float deltaTime = 1.0f / 10.0f;
        bool hitTarget = false;
        bool hitGround = false;

        int sanity = 0;

        if (theReticule == null)
        {
            return;
        }

        if (theCannon != null)
        {
            theCannon.GetSpawnBallPosition(out startPos);
            GetLaunchVelocity(theCannon.localElevationAngle, theCannon.localRotationAngle, out simVelocity);
            while(!hitGround && !hitTarget)
            {
                DoMotion(startPos, deltaTime, ref simVelocity, out moveDelta);
                DoCollisionDetection(startPos, moveDelta, out endPos, out hitSurfaceNormal, out hitTarget, out hitGround);
                startPos = endPos;
        }

        if (hitTarget)
        {
            theReticule.renderer.material = greenReticuleMaterial;
        }
        else
        {
            theReticule.renderer.material = redReticuleMaterial;
        }

        print("hitTarget - " + hitTarget + " endPos = " + endPos);

        //where should the reticule go, and what direction should it face?
        theReticule.newPos = endPos;
        theReticule.newOrientationInEulerAngles = Vector3.zero;
        float angleFromVertical = Vector3.Angle(hitSurfaceNormal, Vector3.up);
        if ((angleFromVertical > 1.0f) && (angleFromVertical < 45.0f))
        {
            //	bit of a hack... I know the orientation of the hill,
            //	so if the reticule is hitting anything other than flat ground,
            //	set it to the orientation of the hill
            theReticule.newOrientationInEulerAngles = theGameManager.theHill.transform.eulerAngles;
        }
        }
    }
Ejemplo n.º 3
0
    // Update is called once per frame
    void Update()
    {
        if (theBall == null)
        {
            //hint: if your game UI never displays, you might want to check this condition somehow...
            return;
        }

        switch (theGameState)
        {
        case GameStates.GS_INITIALIZATION:
            //calculate information about the hill
            HILL_HALF_WIDTH = HILL_UNSCALED_HALF_WIDTH * theHill.transform.localScale.x;

            Restart();                          //needed to avoid a race condition with the ball's Start() function
            break;

        case GameStates.GS_USER_INPUT:

            //increase or decreate the cannon's elevation by a rate of 10 degrees per second
            if (Input.GetKey(KeyCode.UpArrow))
            {
                theCannon.localElevationAngle = Mathf.Min(90.0f, theCannon.localElevationAngle + 10.0f * Time.deltaTime);
            }
            if (Input.GetKey(KeyCode.DownArrow))
            {
                theCannon.localElevationAngle = Mathf.Max(0.0f, theCannon.localElevationAngle - 10.0f * Time.deltaTime);
            }

            //increase or decreate the cannon's angle by a rate of 10 degrees per second
            if (Input.GetKey(KeyCode.RightArrow))
            {
                theCannon.localRotationAngle = Mathf.Min(60.0f, theCannon.localRotationAngle + 10.0f * Time.deltaTime);
            }
            if (Input.GetKey(KeyCode.LeftArrow))
            {
                theCannon.localRotationAngle = Mathf.Max(-60.0f, theCannon.localRotationAngle - 10.0f * Time.deltaTime);
            }

            theBall.SimulateFlight(theCannon);

            //check for game start
            if (Input.GetKeyDown(KeyCode.Space))
            {
                Vector3 spawnPos = new Vector3(0, 0, 0);
                theCannon.GetSpawnBallPosition(out spawnPos);
                theBall.ApplyMovement(spawnPos);
                theBall.LaunchBall(theCannon.localElevationAngle, theCannon.localRotationAngle);
                theGameState = GameStates.GS_GAME_IN_PROGRESS;
            }
            break;

        case GameStates.GS_GAME_IN_PROGRESS:
            break;

        case GameStates.GS_ENDGAME_VICTORY:

            //check for new game
            if (Input.GetKeyDown(KeyCode.Space))
            {
                Restart();
            }
            break;

        case GameStates.GS_ENDGAME_DEFEAT:

            //check for new game
            if (Input.GetKeyDown(KeyCode.Space))
            {
                Restart();
            }
            break;
        }
    }