Example #1
0
    void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
    {
        var colliderWorld = ObiColliderWorld.GetInstance();

        for (int i = 0; i < e.contacts.Count; ++i)
        {
            if (e.contacts.Data[i].distance < 0.001f)
            {
                var col = colliderWorld.colliderHandles[e.contacts.Data[i].bodyB].owner;
                if (col != null)
                {
                    int k = e.contacts.Data[i].bodyA;

                    Vector4 userData = solver.userData[k];
                    if (col == hotCollider)
                    {
                        userData[0] = Mathf.Max(0.05f, userData[0] - heat * Time.fixedDeltaTime);
                        userData[1] = Mathf.Max(0.5f, userData[1] - heat * Time.fixedDeltaTime);
                    }
                    else if (col == coldCollider)
                    {
                        userData[0] = Mathf.Min(10, userData[0] + cooling * Time.fixedDeltaTime);
                        userData[1] = Mathf.Min(2, userData[1] + cooling * Time.fixedDeltaTime);
                    }
                    solver.userData[k] = userData;
                }
            }
        }
    }
    private void Solver_OnCollision(ObiSolver s, ObiSolver.ObiCollisionEventArgs e)
    {
        // reset to unwrapped state:
        foreach (var wrappable in wrappables)
        {
            wrappable.Reset();
        }

        var world = ObiColliderWorld.GetInstance();

        foreach (Oni.Contact contact in e.contacts)
        {
            // look for actual contacts only:
            if (contact.distance < 0.025f)
            {
                var col = world.colliderHandles[contact.other].owner;
                if (col != null)
                {
                    var wrappable = col.GetComponent <Wrappable>();
                    if (wrappable != null)
                    {
                        wrappable.SetWrapped();
                    }
                }
            }
        }
    }
    void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
    {
        var colliderWorld = ObiColliderWorld.GetInstance();

        Oni.Contact[] contacts = e.contacts.Data;
        for (int i = 0; i < e.contacts.Count; ++i)
        {
            Oni.Contact c = contacts[i];
            // make sure this is an actual contact:
            if (c.distance < 0.01f)
            {
                // get the collider:
                var col = colliderWorld.colliderHandles[c.other].owner;

                if (col != null)
                {
                    // make it blink:
                    Blinker blinker = col.GetComponent <Blinker>();

                    if (blinker)
                    {
                        blinker.Blink();
                    }
                }
            }
        }
    }
    private void Solver_OnCollision(ObiSolver solver, ObiSolver.ObiCollisionEventArgs e)
    {
        onGround = false;

        var world = ObiColliderWorld.GetInstance();

        foreach (Oni.Contact contact in e.contacts)
        {
            // look for actual contacts only:
            if (contact.distance > 0.01)
            {
                var col = world.colliderHandles[contact.other].owner;
                if (col != null)
                {
                    onGround = true;
                    return;
                }
            }
        }
    }
    public void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
    {
        var world = ObiColliderWorld.GetInstance();

        foreach (Oni.Contact contact in e.contacts)
        {
            ObiColliderBase collider = world.colliderHandles[contact.other].owner;
            if (collider != null)
            {
                if (collider.tag != "Ground" || collider.tag != "Walls")
                {
                    if (contact.distance < 0.01)
                    {
                        ObiSolver.ParticleInActor pa = solver.particleToActor[contact.particle];
                        Slime s = pa.actor.gameObject.GetComponent <Slime> ();
                        switch (collider.tag)
                        {
                        case "Food":
                            for (var f = 0; f < s.food.Count; f++)
                            {
                                if (s.food[f] == collider.transform)
                                {
                                    if (s.testingFood[f])
                                    {
                                        s.testingFood[f] = false;
                                        s.AddReward(1f);
                                        break;
                                    }
                                }
                            }
                            break;

                        case "Enemy":
                            s.Death();
                            break;
                        }
                    }
                }
            }
        }
    }
Example #6
0
    private void Solver_OnCollision(ObiSolver s, ObiSolver.ObiCollisionEventArgs e)
    {
        var world = ObiColliderWorld.GetInstance();

        foreach (Oni.Contact contact in e.contacts)
        {
            // look for actual contacts only:
            if (contact.distance > 0.01)
            {
                var col = world.colliderHandles[contact.other].owner;
                if (col == deathPitCollider)
                {
                    onDeath.Invoke();
                    return;
                }
                if (col == finishCollider)
                {
                    onFinish.Invoke();
                    return;
                }
            }
        }
    }
Example #7
0
    /**
     * Grabs all particles currently touching the grabber.
     */
    public void Grab()
    {
        Release();

        var world = ObiColliderWorld.GetInstance();

        if (solvers != null && collisionEvents != null)
        {
            foreach (ObiSolver solver in solvers)
            {
                ObiSolver.ObiCollisionEventArgs collisionEvent;
                if (collisionEvents.TryGetValue(solver, out collisionEvent))
                {
                    foreach (Oni.Contact contact in collisionEvent.contacts)
                    {
                        // this one is an actual collision:
                        if (contact.distance < 0.01f)
                        {
                            var contactCollider = world.colliderHandles[contact.other].owner;

                            // if the current contact references our collider, proceed to grab the particle.
                            if (contactCollider == localCollider)
                            {
                                // try to grab the particle, if not already grabbed.
                                if (GrabParticle(solver, contact.particle))
                                {
                                    grabbedActors.Add(solver.particleToActor[contact.particle].actor);
                                }
                            }
                        }
                    }
                }
            }
        }

        UpdateParticleProperties();
    }
Example #8
0
    private void Solver_OnCollision(ObiSolver s, ObiSolver.ObiCollisionEventArgs e)
    {
        var world = ObiColliderWorld.GetInstance();

        foreach (Oni.Contact contact in e.contacts)
        {
            // look for actual contacts only:
            if (contact.distance < 0.01f)
            {
                var col = world.colliderHandles[contact.bodyB].owner;
                if (colorizers[0].collider == col)
                {
                    solver.userData[contact.bodyA] = colorizers[0].color;
                    if (coloredParticles.Add(contact.bodyA))
                    {
                        UpdateScore(finishedParticles.Count, coloredParticles.Count);
                    }
                }
                else if (colorizers[1].collider == col)
                {
                    solver.userData[contact.bodyA] = colorizers[1].color;
                    if (coloredParticles.Add(contact.bodyA))
                    {
                        UpdateScore(finishedParticles.Count, coloredParticles.Count);
                    }
                }
                else if (finishLine == col)
                {
                    if (finishedParticles.Add(contact.bodyA))
                    {
                        UpdateScore(finishedParticles.Count, coloredParticles.Count);
                    }
                }
            }
        }
    }