Example #1
0
    private void OnSceneGUI()
    {
        FOV fov = (FOV)target;

        Handles.color = Color.white;
        Handles.DrawWireArc(fov.transform.position, Vector3.forward, Vector2.right, 360, fov.viewRadius);
        Vector3 viewAngleA = fov.DirFromAngle(-fov.viewAngle / 2, false);
        Vector3 viewAngleB = fov.DirFromAngle(fov.viewAngle / 2, false);

        Handles.DrawLine(fov.transform.position, fov.transform.position + viewAngleA * fov.viewRadius);
        Handles.DrawLine(fov.transform.position, fov.transform.position + viewAngleB * fov.viewRadius);

        if (fov.hasSubFOV)
        {
            Handles.color = Color.yellow;
            Handles.DrawWireArc(fov.transform.position, Vector3.forward, Vector2.right, 360, fov.subViewRadius);
            Vector3 subViewAngleA = fov.DirFromAngle(-fov.subViewAngle / 2, false);
            Vector3 subViewAngleB = fov.DirFromAngle(fov.subViewAngle / 2, false);
            Handles.DrawLine(fov.transform.position, fov.transform.position + subViewAngleA * fov.subViewRadius);
            Handles.DrawLine(fov.transform.position, fov.transform.position + subViewAngleB * fov.subViewRadius);
        }

        Handles.color = Color.red;
        foreach (Transform visibleTarget in fov.visibleTargets)
        {
            Handles.DrawLine(fov.transform.position, visibleTarget.position);
        }
    }
Example #2
0
    void OnSceneGUI()
    {
        FOV view = (FOV)target;

        Handles.color = Color.white;
        Handles.DrawWireArc(view.transform.position, Vector3.forward, Vector3.right, 360, view.viewRadius);

        Vector3 viewAngleA = view.DirFromAngle(-view.viewAngle / 2, false);
        Vector3 viewAngleB = view.DirFromAngle(view.viewAngle / 2, false);

        Handles.DrawLine(view.transform.position, view.transform.position + viewAngleA * view.viewRadius);
        Handles.DrawLine(view.transform.position, view.transform.position + viewAngleB * view.viewRadius);
    }
Example #3
0
    void OnSceneGUI()
    {
        FOV fow = (FOV)target;

        Handles.color = Color.white;
        Handles.DrawWireArc(fow.transform.position, Vector3.up, Vector3.forward, 360, fow.viewRadius);
        Vector3 viewAngleA = fow.DirFromAngle(-fow.viewAngle / 2, false);
        Vector3 viewAngleB = fow.DirFromAngle(fow.viewAngle / 2, false);

        Handles.DrawLine(fow.transform.position, fow.transform.position + viewAngleA * fow.viewRadius);
        Handles.DrawLine(fow.transform.position, fow.transform.position + viewAngleB * fow.viewRadius);

        Handles.color = Color.red;
        foreach (Transform visibleTarg in fow.visTarg)
        {
            Handles.DrawLine(fow.transform.position, visibleTarg.transform.position);
        }
    }
Example #4
0
    void OnSceneGUI()
    {
        FOV fOV = (FOV)target;

        Handles.color = Color.blue;
        Handles.DrawWireArc(fOV.transform.position, Vector3.up, Vector3.forward, 360.0f, fOV.viewRadius);
        Vector3 viewAngleA = fOV.DirFromAngle(-fOV.viewAngle / 2, false);
        Vector3 viewAngleB = fOV.DirFromAngle(fOV.viewAngle / 2, false);

        Handles.color = Color.red;
        Handles.DrawLine(fOV.transform.position, fOV.transform.position + viewAngleA * fOV.viewRadius);
        Handles.DrawLine(fOV.transform.position, fOV.transform.position + viewAngleB * fOV.viewRadius);

        foreach (Transform visableTarget in fOV.visableTagets)
        {
            Handles.DrawLine(fOV.transform.position, visableTarget.position);
        }
    }
Example #5
0
    private void MakeMesh()
    {
        stepCount = Mathf.RoundToInt(fov.viewAngle * meshRes);
        float stepAngle = fov.viewAngle / stepCount;

        List <Vector3> viewVertex = new List <Vector3>();

        hit = new RaycastHit2D();

        for (int i = 0; i < stepCount; i++)
        {
            //E,F = rotaciono o FOV: + sentido horario, - sentido anti-horario
            //B,G,C,H = aumento o raio do FOV: + sentido ah, - sentido h
            float   angle = fov.transform.eulerAngles.y - fov.viewAngle * E / 2 * F + stepAngle * G * i;
            Vector3 dir   = fov.DirFromAngle(angle, false);

            //armazena o obstaculo
            hit = Physics2D.Raycast(fov.transform.position, dir, fov.viewRadius, fov.obstacleMask);

            //se o collider do obstaculo for nulo
            if (hit.collider == null)
            {
                viewVertex.Add(transform.position + dir.normalized * fov.viewRadius);
            }
            else
            {
                viewVertex.Add(transform.position + dir.normalized * hit.distance);
            }
        }

        int vertexCount = viewVertex.Count + 1;

        vertices  = new Vector3[vertexCount];
        triangles = new int[(vertexCount - 2) * 3];

        vertices[0] = Vector3.zero;

        for (int i = 0; i < vertexCount - 1; i++)
        {
            vertices[i + 1] = transform.InverseTransformPoint(viewVertex[i]);

            if (i < vertexCount - 2)
            {
                triangles[i * 3 + 2] = 0;
                triangles[i * 3 + 1] = i + 1;
                triangles[i * 3]     = i + 2;
            }
        }

        mesh.Clear();
        mesh.vertices  = vertices;
        mesh.triangles = triangles;
        mesh.RecalculateNormals();
    }
    void OnSceneGUI()
    {
        FOV fow = (FOV)target;

        //Draws view reach
        Handles.color = Color.yellow;
        Handles.DrawWireArc(fow.transform.position, Vector3.up, Vector3.forward, 360, fow.view_radius);

        //Draws cone of view
        Vector3 viewAngleA = fow.DirFromAngle(-fow.view_angle / 2, false);
        Vector3 viewAngleB = fow.DirFromAngle(fow.view_angle / 2, false);

        Handles.DrawLine(fow.transform.position, fow.transform.position + viewAngleA * fow.view_radius);
        Handles.DrawLine(fow.transform.position, fow.transform.position + viewAngleB * fow.view_radius);

        Handles.color = Color.red;
        foreach (Collider ally in fow.alliesInRadius)
        {
            Handles.DrawLine(fow.transform.position, ally.transform.position);
        }
    }
Example #7
0
    void MakeMesh()
    {
        stepCount = Mathf.RoundToInt(fov.viewAngle * meshRes);
        float stepAngle = fov.viewAngle / stepCount;

        List <Vector3> viewVertex = new List <Vector3>();

        hit = new RaycastHit2D();

        for (int i = 0; i < stepCount; i++)
        {
            float   angle = fov.transform.eulerAngles.y - fov.viewAngle / 2 + stepAngle * i;
            Vector3 dir   = fov.DirFromAngle(angle, false);
            hit = Physics2D.Raycast(fov.transform.position, dir, fov.viewRadius, fov.obstacleMask);

            if (hit.collider == null)
            {
                // if it doesn't collide, add the vertex
                viewVertex.Add(transform.position + dir.normalized * fov.viewRadius);
            }
            else
            {
                viewVertex.Add(transform.position + dir.normalized * hit.distance);
            }
        }

        int vertexCount = viewVertex.Count + 1;

        vertices  = new Vector3[vertexCount];
        triangles = new int[(vertexCount - 2) * 3];

        vertices[0] = Vector3.zero;

        for (int i = 0; i < vertexCount - 1; i++)
        {
            vertices[i + 1] = transform.InverseTransformPoint(viewVertex[i]);

            if (i < vertexCount - 2)
            {
                triangles[i * 3 + 2] = 0;
                triangles[i * 3 + 1] = i + 1;
                triangles[i * 3]     = i + 2;
            }
        }

        mesh.Clear();

        mesh.vertices  = vertices;
        mesh.triangles = triangles;
        mesh.RecalculateNormals();
    }