Ejemplo n.º 1
0
        void AdvanceHeatSeeking(float waveTime)
        {
            if (!Enemy.IsActive)
            {
                Utilities.Log("  enemy no longer active (projectile dead)");
                IsComplete = true;
                Destroy();
                return;
            }

            float hypotenuse             = Vector3.Distance(Position, Enemy.Position);
            float distanceMovedThisFrame = (float)(waveTime - LastUpdateTime) * ProjectileType.AirSpeed;

            LastUpdateTime = waveTime;

            // If we hit the target, apply the effects (damage, slow, etc)
            if (distanceMovedThisFrame >= hypotenuse)
            {
                IsComplete = true;
                ProcessImpact(Enemy.Position, waveTime, Enemy);
                Destroy();
                return;
            }

#if LEVEL_EDITOR
            Vector3 direction = Enemy.Position - Position;
            direction = VectorHelpers.Normalize(direction);
#else
            Vector3 direction = (Enemy.Position - Position).normalized;
#endif
            Vector3 progress = direction * distanceMovedThisFrame;
            Position += progress;
            GameObjectFactory.SetMapPos(go, Position);
#if LEVEL_EDITOR == false
            go.transform.forward = direction;
#endif
        }
Ejemplo n.º 2
0
        public void UpdatePosition(LevelDescription levelDesc)
        {
            if (ReachedFinishLine)
            {
                Destroy();
            }
            else
            {
                int    posIndex  = (int)LinearProgress;
                MapPos newMapPos = null;

                Utilities.Assert(posIndex < levelDesc.Road.Count);

                newMapPos = levelDesc.Road[posIndex];

                if (MapPosition != newMapPos)
                {
                    if (null != MapPosition)
                    {
                        MapPosition.EnemiesOccupying.Remove(this);
                    }

                    newMapPos.EnemiesOccupying.Add(this);
                    MapPosition = newMapPos;
                }

                float intraMapProgress = (LinearProgress - (float)posIndex);
#if LEVEL_EDITOR
                float progressFromCenter = Math.Abs(0.5F - intraMapProgress);
#else
                float progressFromCenter = Mathf.Abs(0.5F - intraMapProgress);
#endif
                Vector3 direction;

                if ((intraMapProgress < 0.5F) && (posIndex > 0))
                {
                    direction = levelDesc.Road[posIndex - 1].Pos - levelDesc.Road[posIndex].Pos;
#if LEVEL_EDITOR
                    direction = VectorHelpers.Normalize(direction);
#else
                    direction = direction.normalized;
#endif
                }
                else if ((intraMapProgress < 0.5F) && (posIndex == 0))
                {
                    // straight down
                    direction = new Vector3(0.0F, 0.0F, -1.0F);
                }
                else if ((intraMapProgress >= 0.5F) && (posIndex == (levelDesc.Road.Count - 1)))
                {
                    // straight up
                    direction = new Vector3(0.0F, 0.0F, 1.0F);
                }
                else
                {
                    direction = levelDesc.Road[posIndex + 1].Pos - levelDesc.Road[posIndex].Pos;
#if LEVEL_EDITOR
                    direction = VectorHelpers.Normalize(direction);
#else
                    direction = direction.normalized;
#endif
                }

                Vector3 movement    = direction * progressFromCenter;
                Vector3 newPosition = levelDesc.Road[posIndex].Pos + movement;
                Vector3 forward     = newPosition - Position;
#if LEVEL_EDITOR
                forward   = VectorHelpers.Normalize(forward);
                forward.Z = -forward.Z;
#else
                forward   = forward.normalized;
                forward.z = -forward.z;
#endif


                Position = newPosition;


                GameObjectFactory.SetMapPos(go, Position);
#if !LEVEL_EDITOR
                go.transform.forward = forward;
                UpdateHealthIndicator();
#endif
            }
        }