Example #1
0
        private void DropDart(RayHit rayHit)
        {
            if (PrefabDart != null)
            {
                Vector3 source = rayHit.rayStart;

                Vector3 target = rayHit.hitPosition;

                VelocityTime vt       = ComputeArc(source, target);
                Vector3      velocity = vt.v;
                float        t        = vt.t;

                if (t > 0)
                {
                    Vector3 startDir = target - source;
                    startDir.y = 0;
                    startDir.Normalize();
                    Vector3    right    = Vector3.Cross(Vector3.up, startDir);
                    Quaternion startRot = Quaternion.LookRotation(startDir, right);

                    var newObj    = GameObject.Instantiate(PrefabDart, source, startRot, AttachRoot);
                    var rigidBody = newObj.GetComponent <Rigidbody>();
                    if (rigidBody != null)
                    {
                        rigidBody.AddForce(velocity, ForceMode.VelocityChange);
                        //rigidBody.velocity = velocity;

                        newObj.AddComponent <AdjusterMoving>();
                    }
                    else
                    {
                        newObj.transform.position = target;
                        newObj.AddComponent <AdjusterFixed>();
                    }
                }
            }
        }
Example #2
0
        private void ShowDartArc()
        {
            bool show           = false;
            var  activePointers = FindActivePointers();

            if (activePointers.Count > 0)
            {
                var focusPointer = activePointers[0];

                int uiLayer = LayerMask.GetMask("UI");
                if (focusPointer.Result.CurrentPointerTarget == null || ((1 << focusPointer.Result.CurrentPointerTarget.layer) & uiLayer) == 0)
                {
                    Vector3      rayStart = focusPointer.Rays[0].Origin;
                    Vector3      endPoint = focusPointer.Result.Details.Point;
                    VelocityTime vt       = ComputeArc(rayStart, endPoint);
                    if (vt.t > 0)
                    {
                        ShowArc(rayStart, vt.v, vt.t);
                        show = true;
                    }
                }
            }
            lineRenderer.enabled = show;
        }