Example #1
0
    private void FixedUpdate()
    {
        if (ShouldShowChain)
        {
            foreach (GameObject g in chainNodes)
            {
                Destroy(g);
            }


            _targetPos = Target.transform.position;

            // Rotates the particle
            Vector3 diff = _targetPos - PlayerPhysics.GetInstance().transform.position;
            diff.Normalize();
            float rot_z = Mathf.Atan2(diff.y, diff.x) * Mathf.Rad2Deg;

            //Distância
            Vector2 distanceVec = new Vector2(transform.position.x - PlayerPhysics.GetInstance().transform.position.x,
                                              transform.position.y - PlayerPhysics.GetInstance().transform.position.y);
            float distanceNum = distanceVec.magnitude;

            //spawna chains
            //Debug.Log (distanceNum + " " + ChainNodeSize);
            Vector3 nextSpawnPos = transform.position;
            if (rot_z >= 90)
            {
                for (float i = ChainNodeSize / 2; i < distanceNum - 4 * ChainNodeSize; i += ChainNodeSize)
                {
                    nextSpawnPos = transform.position - new Vector3(distanceVec.x * i, distanceVec.y * i, 0);

                    if (nextSpawnPos.x > PlayerPhysics.GetInstance().transform.position.x)
                    {
                        nextSpawnPos = new Vector3(PlayerPhysics.GetInstance().transform.position.x, nextSpawnPos.y, nextSpawnPos.z);
                    }

                    if (nextSpawnPos.y < PlayerPhysics.GetInstance().transform.position.y)
                    {
                        nextSpawnPos = new Vector3(nextSpawnPos.x, PlayerPhysics.GetInstance().transform.position.y, nextSpawnPos.z);
                    }

                    CreateNode(nextSpawnPos, 90 + rot_z);
                }
            }
            else
            {
                for (float i = ChainNodeSize / 2; i < distanceNum - 4 * ChainNodeSize; i += ChainNodeSize)
                {
                    nextSpawnPos = transform.position - new Vector3(distanceVec.x * i, distanceVec.y * i, 0);

                    if (nextSpawnPos.x < PlayerPhysics.GetInstance().transform.position.x)
                    {
                        nextSpawnPos = new Vector3(PlayerPhysics.GetInstance().transform.position.x, nextSpawnPos.y, nextSpawnPos.z);
                    }

                    if (nextSpawnPos.y < PlayerPhysics.GetInstance().transform.position.y)
                    {
                        nextSpawnPos = new Vector3(nextSpawnPos.x, PlayerPhysics.GetInstance().transform.position.y, nextSpawnPos.z);
                    }

                    CreateNode(nextSpawnPos, 90 + rot_z);
                }
            }
        }
    }