Ejemplo n.º 1
0
    public void JumpTo(ColorDotController nextColorDot)
    {
        if (!canJump)
        {
            return;
        }
        if (activeColorDot)
        {
            //activeColorDot.Destroy();
        }

        activeColorDot = nextColorDot;

        transform.forward = nextColorDot.transform.position - transform.position;

        m_animator.SetInteger("AnimIndex", Run);
        m_animator.SetTrigger("Next");

        canJump = false;

        Vector3 currentPos = transform.position;

        if (Vector3.Distance(currentPos, nextColorDot.transform.position) > 4)
        {
            StartCoroutine(MoveRabbit(currentPos, nextColorDot.transform.position, 1.4f));
        }
        else
        {
            StartCoroutine(MoveRabbit(currentPos, nextColorDot.transform.position, 0.7f));
        }
    }
Ejemplo n.º 2
0
    void GenerateDots(bool isHorizontal)
    {
        int   rowCount = 7;
        float offset   = 1.3f;

        float yRowOffset = offset * Mathf.Sqrt(3) / 2;

        float startX     = 0.5f - (offset * 4) / 2;
        float startY     = -3.7f;
        float rowXoffset = 0.75f;

        float minX = float.MaxValue;
        float minY = float.MaxValue;

        float maxX = float.MinValue;
        float maxY = float.MinValue;

        for (int i = 0; i < rowCount; i++)
        {
            if (i % 2 != 0)
            {
                for (int j = 0; j < 4; j++)
                {
                    GameObject dot   = Instantiate(DotPrefab);
                    float      randX = Random.Range(0.0f, 0.10f) - 0.05f;
                    float      randY = Random.Range(0.0f, 0.10f) - 0.05f;
                    dot.transform.position = new Vector3(startX + j * offset + randX, 0, startY + i * yRowOffset + randY);
                    ColorDotController controller = dot.GetComponent <ColorDotController>();
                    float randomSize = Random.Range(0.8f, 1.2f);
                    controller.setSize(randomSize);
                    DotList.Add(controller);

                    if (dot.transform.position.x - dot.transform.localScale.x < minX)
                    {
                        minX = dot.transform.position.x - dot.transform.localScale.x;
                    }

                    if (dot.transform.position.x + dot.transform.localScale.x > maxX)
                    {
                        maxX = dot.transform.position.x + dot.transform.localScale.x;
                    }

                    if (dot.transform.position.z - dot.transform.localScale.z < minY)
                    {
                        minY = dot.transform.position.z - dot.transform.localScale.z;
                    }

                    if (dot.transform.position.z + dot.transform.localScale.z > maxY)
                    {
                        maxY = dot.transform.position.z + dot.transform.localScale.z;
                    }
                }
            }
            else
            {
                for (int j = 0; j < 3; j++)
                {
                    GameObject dot   = Instantiate(DotPrefab);
                    float      randX = Random.Range(0.0f, 0.10f) - 0.05f;
                    float      randY = Random.Range(0.0f, 0.10f) - 0.05f;
                    dot.transform.position = new Vector3(startX + j * offset + rowXoffset + randX, 0, startY + i * yRowOffset + randY);
                    ColorDotController controller = dot.GetComponent <ColorDotController>();
                    float randomSize = Random.Range(0.8f, 1.2f);
                    //controller.setSize(randomSize);
                    DotList.Add(controller);

                    if (dot.transform.position.x - dot.transform.localScale.x < minX)
                    {
                        minX = dot.transform.position.x - dot.transform.localScale.x;
                    }

                    if (dot.transform.position.x + dot.transform.localScale.x > maxX)
                    {
                        maxX = dot.transform.position.x + dot.transform.localScale.x;
                    }

                    if (dot.transform.position.z - dot.transform.localScale.z < minY)
                    {
                        minY = dot.transform.position.z - dot.transform.localScale.z;
                    }

                    if (dot.transform.position.z + dot.transform.localScale.z > maxY)
                    {
                        maxY = dot.transform.position.z + dot.transform.localScale.z;
                    }
                }
            }
        }

        float x = (minX + maxX) / 2;
        float y = (minY + maxY) / 2;

        if (isHorizontal)
        {
            foreach (var dot in DotList)
            {
                Vector3 temp = dot.gameObject.transform.position;
                temp.x = dot.gameObject.transform.position.z;
                temp.z = dot.gameObject.transform.position.x;
                dot.gameObject.transform.position = temp;
            }

            var tempX = x;
            x = y;
            y = tempX;
        }

        Camera camera = FindObjectOfType <Camera>();

        if (isHorizontal)
        {
            camera.orthographicSize = 3.5f;
        }

        Vector3 oldPos = camera.gameObject.transform.position;

        oldPos.x = x;
        oldPos.z = y;
        camera.gameObject.transform.position = oldPos;

        RabbitPawn.transform.position = DotList[DotList.Count - 1].transform.position;



        oldPos.y = 0.0f;

        RabbitPawn.transform.forward = oldPos - RabbitPawn.transform.position;
    }