Example #1
0
    public void UpdateATL(PlayerController_one player_one, SplineLord_one splineLord_one)
    {
        for (int i = 0; i < _obstacles.Count; i++)
        {
            _obstacles [i].UpdateATL();

            if (_obstacles[i].DidCollide(player_one.transform.position))
            {
                print("collision");                  //collision happening multiple times
                _obstacles[i].OnCollide();
            }
        }

        //print (player.t);

        if (player_one.t > .15f && player_one.t <= .25f && _count < 1)
        {
            _count++;             //create only one obstacle at this point ... would be easier to base this off markers in the text - TAGS - find what t will be at TAG
            CreateObstacle(splineLord_one.GetSpline());
        }

        timer += Time.deltaTime;

        if (timer > 5.0f)
        {
            timer = 0.0f;
            //CreateObstacle(splineLord.GetSpline());
        }
    }
Example #2
0
    public void UpdateATL(PlayerController_one player_one)
    {
        Vector3 rise = new Vector3(0, lift, 0);

        transform.position = player_one.transform.position + rise;         //Vector3.Normalize(player.transform.position.y) * 1.0f; //attach camera to player's head

        Vector3    dir = new Vector3(0, 0, 0);
        Quaternion rot = new Quaternion(0, 0, 0, 0);

        rot  = player_one.transform.rotation * Quaternion.AngleAxis(180, player_one.transform.up);
        rot *= Quaternion.AngleAxis(40, player_one.transform.right);
        transform.rotation = rot;
    }
Example #3
0
    // Use this for initialization
    void Start()
    {
        splineLord_one = GameObject.FindObjectOfType <SplineLord_one> ();
        splineLord_one.StartATL();

        player_one = GameObject.FindObjectOfType <PlayerController_one> ();
        player_one.StartATL();

        obstacleLord = GameObject.FindObjectOfType <ObstacleLord> ();
        obstacleLord.StartATL();

        cameraController_one = GameObject.FindObjectOfType <CameraController_one> ();
        cameraController_one.StartATL();

        bookController = GameObject.FindObjectOfType <BookController> ();
        bookController.StartATL(splineLord_one);
    }
Example #4
0
    public void UpdateATL(PlayerController_one player_one, SplineLord_one splineLord_one)
    {
//		if (GameObject.Find ("DebugLineLord") != null)
//		{
//			_yInput += Input.mouseScrollDelta.y;
//			//print (_yInput);
//
//			_offset = new Vector3 (0.0f, _yInput * sensitivity, 0.0f);
//
//			//SplineLord splineLord = GameObject.FindObjectOfType< SplineLord > ();
//			CurvySpline curSpline = splineLord.GetSpline ();
//
//			float t = curSpline.GetNearestPointTF( player_one.transform.position ); //weird to get t back from the player
//			_debugLineLord.transform.position = curSpline.Interpolate (t + _lead) + _debugLineLord.transform.up * _offset.y;
//
//			_debugLineLord.transform.rotation = Quaternion.Slerp( _debugLineLord.transform.rotation, curSpline.GetOrientationFast( t + _lead ), Time.deltaTime * 5.0f );
//
//		}

        if (splineLord_one.GetSpline().IsInitialized&& !_laidOutText)
        {
            float tLineSpacing = 1.0F / _lines.Count;             // the height of a line
            _laidOutText = true;
            for (int i = 0; i < _lines.Count; i++)
            {
                Vector3 upAtT          = splineLord_one.GetSpline().GetOrientationUpFast(tLineSpacing * i);
                Vector3 alongSplineAtT = splineLord_one.GetSpline().Interpolate(tLineSpacing * (i + 1.0f)) - splineLord_one.GetSpline().Interpolate(tLineSpacing * i);
                Vector3 right          = Vector3.Cross(alongSplineAtT, upAtT);
                Vector3 normal2        = Vector3.Cross(right, alongSplineAtT);

                Vector3 position = splineLord_one.GetSpline().Interpolate(tLineSpacing * i) + upAtT * _rise + right * .3f;
                Vector3 normal   = splineLord_one.GetSpline().GetOrientationUpFast(tLineSpacing * i);
                normal = Quaternion.AngleAxis(-50.0f, right) * normal;

                AxKDebugLines.AddText(_lines [i], position, normal, right, upAtT, fontSizeMult, tracking, lineLengthLimit, Color.white, 9999999999999);
                AxKDebugLines.AddText(_lines [i], position + _offset, normal, right, upAtT, fontSizeMult, tracking, lineLengthLimit, Color.white, 9999999999999);                  //to make the line thicker
                AxKDebugLines.AddText(_lines [i], position + _offset * 2.0f, normal, right, upAtT, fontSizeMult, tracking, lineLengthLimit, Color.white, 9999999999999);
                AxKDebugLines.AddText(_lines [i], position + _offset * 3.0f, normal, right, upAtT, fontSizeMult, tracking, lineLengthLimit, Color.white, 9999999999999);
                AxKDebugLines.AddText(_lines [i], position + _offset * 4.0f, normal, right, upAtT, fontSizeMult, tracking, lineLengthLimit, Color.white, 9999999999999);
            }
        }
    }