Example #1
0
        private void PullBack()
        {
            //_floaterLine.Release();
            _switch.TurnOnWalkCamera();
            _currentFloater.ReleaseFish();
            if (_currentFloater != null)
            {
                //_floaterLine.PullLine(5);
                LeanTween.move(_currentFloater.gameObject, _floaterLine.transform, 0.2f).
                setOnStart(OnStart).
                setOnComplete(x =>
                {
                    GameObject.Destroy(_currentFloater.gameObject);

                    _currentFloater = Instantiate(_floaterPrefab, _floaterLine.transform.position,
                                                  _floaterLine.transform.rotation);
                    _floaterLine.NewTarget(_currentFloater.transform);
                });
            }

            void OnStart()
            {
                _floaterLine.NewLine(_currentFloater.transform, 0.9f, true);
            }
        }
Example #2
0
        /// <summary>
        /// Validates the current point and casts the line if possible.
        /// </summary>
        /// <returns> True if the line was cast, false otherwise</returns>
        private bool ValidatePoint()
        {
            var         result = Physics.OverlapSphere(_point, .5f, _checkMask);
            FishingArea area;

            foreach (Collider col in result)
            {
                if (col.TryGetComponent <FishingArea>(out area))
                {
                    if (_currentFloater)
                    {
                        Destroy(_currentFloater.gameObject);
                    }
                    // Create and throw a new floater.
                    _currentFloater = Instantiate(_floaterPrefab, _floaterLine.transform.position,
                                                  _floaterLine.transform.rotation);
                    Debug.Log(_point);
                    _currentFloater.Cast(area, _point, OnFail);
                    _floaterLine.NewLine(_currentFloater.transform, 0.9f);
                    _switch.TurnOnFishingCamera(_currentFloater.transform);
                    Casted = true;
                    return(true);
                }
            }
            _throwStrength = 0;
            return(false);
        }
Example #3
0
        public void NewLine(Transform target, float customDampening = 0.0f, bool hang = false)
        {
            _hang       = hang;
            _floaterPos = target;
            EndPoint    = target;
            Floater tempF = _floaterPos.GetComponent <Floater>();

            // Calculate line distance via hypotenuse with player height

            if (hang)
            {
                _resolution = _retractedResolution;
            }
            else
            {
                Vector3 groundPos = transform.position;
                groundPos.y = tempF.Point.y;
                float a = Vector3.Distance(tempF.Point, groundPos);
                float b = transform.position.y;
                _resolution  = Mathf.FloorToInt(Mathf.Sqrt((a * a) + (b * b)));
                _resolution *= 2;
                _resolution += 2;
            }

            Debug.Log(_resolution);
            _points = new VerletLinePoint[_resolution];

            if (!_line)
            {
                gameObject.AddComponent <LineRenderer>();
                _line = GetComponent <LineRenderer>();
            }
            _line.material   = _lineMaterial;
            _line.startWidth = .02f;
            _line.endWidth   = .02f;
            _line.SetPosition(0, transform.position);

            _line.positionCount = _resolution;
            InitRope();
            if (customDampening != 0.0f)
            {
                StartCoroutine(LerpDampening(customDampening));
            }
            else
            {
                StartCoroutine(LerpDampening(_dampeningAmount));
            }
        }