Example #1
0
    void Warp(Collider tankCollider)
    {
        WarpedBool hasWarped = tankCollider.GetComponent <WarpedBool> ();

        if (!hasWarped.GetWarped())
        {
            Transform tankTransform = tankCollider.gameObject.transform.parent.transform;

            Instantiate(m_GhostPrefab, tankTransform.position, tankTransform.rotation);

            Vector3 positionOffset = tankTransform.position - m_Transform.position;

            positionOffset = Quaternion.AngleAxis(90f, m_Transform.up) * positionOffset;

            tankTransform.position = m_LinkedTransform.position + positionOffset;

            tankTransform.RotateAround(tankTransform.position, m_Transform.up, 90f);

            tankTransform.position += m_Transform.up;

            hasWarped.SetWarped(true);

            Glow();

            m_LinkedPortal.Glow();

            m_CameraControl.SetCubeSide(m_LinkedPortal.m_CubeSide);
        }
    }
Example #2
0
    void WarpAI(Collider tankCollider)
    {
        WarpedBool hasWarped = tankCollider.GetComponent <WarpedBool> ();

        if (!hasWarped.GetWarped())
        {
            Transform tankTransform = tankCollider.gameObject.transform.parent.transform;

            Instantiate(m_GhostPrefab, tankTransform.position, tankTransform.rotation);

            NavMeshAgent tankAgent = tankCollider.gameObject.transform.parent.GetComponent <NavMeshAgent> ();

            StateController tempController = tankCollider.gameObject.transform.parent.GetComponent <StateController> ();

            tempController.SetCubeSide(m_LinkedPortal.m_CubeSide);

            Vector3 newPosition = tankTransform.position - m_Transform.position;

            newPosition = Quaternion.AngleAxis(90f, m_Transform.up) * newPosition;

            newPosition = newPosition + m_LinkedTransform.position + m_Transform.up;

            tankAgent.Warp(newPosition);

            tankTransform.RotateAround(tankTransform.position, m_Transform.up, 90f);

            hasWarped.SetWarped(true);

            Glow();

            m_LinkedPortal.Glow();
        }
    }
    void Warp(Collider tankCollider)
    {
        WarpedBool hasWarped = tankCollider.GetComponent <WarpedBool> ();

        if (!hasWarped.GetWarped())
        {
            Transform tankTransform = tankCollider.gameObject.transform.parent.transform;

            Vector3 positionOffset = tankTransform.position - m_Transform.position;

            positionOffset = Quaternion.AngleAxis(90f, m_Transform.up) * positionOffset;

            tankTransform.position = m_LinkedTransform.position + positionOffset;

            tankTransform.RotateAround(tankTransform.position, m_Transform.up, 90f);

            tankTransform.position += m_Transform.up;

            hasWarped.SetWarped(true);

            SetCubeTarget(m_LinkedPortal.m_CubeSide.m_RotateVector);

            Glow();

            m_LinkedPortal.Glow();
        }
    }