Example #1
0
        /// <summary>
        /// Calculates the initial orientation and position of a <see cref="FiredProjectile"/>.
        /// It is used by WeaponHandlingSystems when <see cref="CoreInteractiveObject.AskToFireAFiredProjectile_ToTargetPoint"/>
        /// </summary>
        public static void CalculateProjectilePath_ToTargetPoint(CoreInteractiveObject WeaponHolder, CoreInteractiveObject Target, out Vector3 StartWorldPosition, out Quaternion StartOrientation)
        {
            StartWorldPosition = WeaponHolder.GetWeaponWorldFirePoint();
            var firingTargetWorldLocation = Target.InteractiveGameObject.GetLocalToWorld().MultiplyPoint(Target.GetFiringTargetLocalPosition());

            StartOrientation = Quaternion.LookRotation((firingTargetWorldLocation - StartWorldPosition).normalized);
        }
Example #2
0
 /// <summary>
 /// Calculates the initial orientation and position of a <see cref="FiredProjectile"/> when shooting forward
 /// </summary>
 public static void CalculateProjectilePath_Forward(CoreInteractiveObject WeaponHolder, out Vector3 StartWorldPosition, out Quaternion StartOrientation)
 {
     StartWorldPosition = WeaponHolder.GetWeaponWorldFirePoint();
     StartOrientation   = Quaternion.LookRotation(WeaponHolder.InteractiveGameObject.InteractiveGameObjectParent.transform.forward);
 }
Example #3
0
 /// <summary>
 /// Calculates the initial orientation and position of a <see cref="FiredProjectile"/> shooted in the direction represented by <<paramref name="NormalizedWorldDirection"/>.
 /// </summary>
 public static void CalculateProjectilePath_ToDirection(CoreInteractiveObject WeaponHolder, Vector3 NormalizedWorldDirection, out Vector3 StartWorldPosition, out Quaternion StartOrientation)
 {
     StartWorldPosition = WeaponHolder.GetWeaponWorldFirePoint();
     StartOrientation   = Quaternion.LookRotation(NormalizedWorldDirection);
 }