public void Initilize(Vector2 start, Vector2 end, GameObject boltPrefab)
    {
        Start = start;
        End   = end;
        GameObject    mainBoltObj       = (GameObject)GameObject.Instantiate(boltPrefab);
        LightningBolt mainBoltComponent = mainBoltObj.GetComponent <LightningBolt> ();

        mainBoltComponent.Initilize(5);
        mainBoltComponent.ActivateBolt(start, end, Color.white, 1f);
        boltsObj.Add(mainBoltObj);
        int          numBranches  = Random.Range(3, 6);
        Vector2      diff         = end - start;
        List <float> branchPoints = new List <float> ();

        for (int i = 0; i < numBranches; i++)
        {
            branchPoints.Add(Random.value);
        }
        branchPoints.Sort();
        for (int i = 0; i < branchPoints.Count; i++)
        {
            Vector2       boltStart     = mainBoltComponent.GetPoint(branchPoints [i]);
            Quaternion    rot           = Quaternion.AngleAxis(30 * ((i & 1) == 0 ? 1 : -1), new Vector3(0, 0, 1));
            Vector2       adjust        = rot * (Random.Range(0.5f, 0.75f) * diff * (1 - branchPoints [i]));
            Vector2       boltEnd       = adjust + boltStart;
            GameObject    boltObj       = (GameObject)GameObject.Instantiate(boltPrefab);
            LightningBolt boltComponent = boltObj.GetComponent <LightningBolt> ();
            boltObj.transform.SetParent(this.transform);
            boltComponent.Initilize(5);
            Color color;
            color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f), 1);
            boltComponent.ActivateBolt(boltStart, boltEnd, color, 1f);
            boltsObj.Add(boltObj);
        }
    }
Example #2
0
    private static void CreatePooledBolt(Vector2 source, Vector2 dest, Color color, float thickness, float layer)
    {
        if (inactiveBoltsObj.Count > 0)
        {
            GameObject boltObj = inactiveBoltsObj[inactiveBoltsObj.Count - 1];

            boltObj.SetActive(true);

            activeBoltsObj.Add(boltObj);
            inactiveBoltsObj.RemoveAt(inactiveBoltsObj.Count - 1);

            LightningBolt boltComponent = boltObj.GetComponent <LightningBolt> ();

            boltComponent.ActivateBolt(source, dest, color, thickness, layer);
        }
    }
Example #3
0
 public void CreatePooledBolt(Vector2 source, Vector2 dest, float thickness)
 {
     //for (int i = 0; i < BoltCount; i++) {
     if (inactiveBoltsObj.Count > 0)
     {
         GameObject boltObj = inactiveBoltsObj [inactiveBoltsObj.Count - 1];
         boltObj.SetActive(true);
         activeBoltsObj.Add(boltObj);
         inactiveBoltsObj.RemoveAt(inactiveBoltsObj.Count - 1);
         LightningBolt boltComponent = boltObj.GetComponent <LightningBolt> ();
         Color         color;
         color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0.4f, 0.6f));
         boltComponent.Tint = color;
         boltComponent.ActivateBolt(source, dest, color, thickness);
     }
     //}
 }
Example #4
0
    void CreatePooledBolt(Vector2 source, Vector2 dest, Color color, float thickness)
    {
        //if there is an inactive bolt to pull from the pool
        if (inactiveBoltsObj.Count > 0)
        {
            //pull the GameObject
            GameObject boltObj = inactiveBoltsObj[inactiveBoltsObj.Count - 1];

            //move it to the active list
            boltObj.SetActive(true);
            activeBoltsObj.Add(boltObj);
            inactiveBoltsObj.RemoveAt(inactiveBoltsObj.Count - 1);

            //activate the bolt using the given position data
            LightningBolt lb = boltObj.GetComponent <LightningBolt>();
            lb.ActivateBolt(source, dest, color, thickness);
            lb.Draw();
        }
    }
    public void Initialize(Vector2 start, Vector2 end, GameObject boltPrefab)
    {
        //store start and end positions
        Start = start;
        End   = end;

        //create the  main bolt from our bolt prefab
        GameObject mainBoltObj = (GameObject)GameObject.Instantiate(boltPrefab);

        //get the LightningBolt component
        LightningBolt mainBoltComponent = mainBoltObj.GetComponent <LightningBolt>();

        //initialize our bolt with a max of 5 segments
        mainBoltComponent.Initialize(5);

        //activate the bolt with our position data
        mainBoltComponent.ActivateBolt(start, end, Color.white, 1f);

        //add it to our list
        boltsObj.Add(mainBoltObj);

        //randomly determine how many sub branches there will be (3-6)
        int numBranches = Random.Range(3, 6);

        //calculate the difference between our start and end points
        Vector2 diff = end - start;

        // pick a bunch of random points between 0 and 1 and sort them
        List <float> branchPoints = new List <float>();

        for (int i = 0; i < numBranches; i++)
        {
            branchPoints.Add(Random.value);
        }
        branchPoints.Sort();

        //go through those points
        for (int i = 0; i < branchPoints.Count; i++)
        {
            // Bolt.GetPoint() gets the position of the lightning bolt based on the percentage passed in (0 = start of bolt, 1 = end)
            Vector2 boltStart = mainBoltComponent.GetPoint(branchPoints[i]);

            //get rotation of 30 degrees. Alternate between rotating left and right. (i & 1 will be true for all odd numbers...yay bitwise operators!)
            Quaternion rot = Quaternion.AngleAxis(30 * ((i & 1) == 0 ? 1 : -1), new Vector3(0, 0, 1));

            //calculate how much to adjust for our end position
            Vector2 adjust = rot * (Random.Range(.5f, .75f) * diff * (1 - branchPoints[i]));

            //get the end position
            Vector2 boltEnd = adjust + boltStart;

            //instantiate from our bolt prefab
            GameObject boltObj = (GameObject)GameObject.Instantiate(boltPrefab);

            //get the LightningBolt component
            LightningBolt boltComponent = boltObj.GetComponent <LightningBolt>();

            //initialize our bolt with a max of 5 segments
            boltComponent.Initialize(5);

            //activate the bolt with our position data
            boltComponent.ActivateBolt(boltStart, boltEnd, Color.white, 1f);

            //add it to the list
            boltsObj.Add(boltObj);
        }
    }