// TODO: DELETION?
    public void RespawnTile()
    {
        onBeat = DJ_Util.activateWithNoSound(gameObject.GetComponent <DJ_BeatActivation>());
        if (onBeat)
        {
            while (tilePool.Count > 0)
            {
                TileNode poolTile = tilePool.Pop();
                poolTile.tile.SetActive(true);

                tileMap.Add(new DJ_Point((int)poolTile.tile.transform.position.x, (int)poolTile.tile.transform.position.z), poolTile);
                poolTile.tile.GetComponent <DJ_TileScript>().fadeIn = true;
                (poolTile.tile.transform.GetChild(0).GetComponent(typeof(MeshRenderer)) as MeshRenderer).GetComponent <Renderer>().sharedMaterial.SetFloat("_Alpha", 0.0f);
                (poolTile.tile.transform.GetChild(0).GetComponent(typeof(MeshRenderer)) as MeshRenderer).GetComponent <Renderer>().sharedMaterial.SetFloat("_GlowStrength", 0.5f);
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        laserTilePos.X = Mathf.RoundToInt(laser.transform.position.x);
        laserTilePos.Y = Mathf.RoundToInt(laser.transform.position.z);
        //Debug.Log("laser tile pos = " + laserTilePos);

        Vector3 _temp = lightSource.position;

        _temp.y = laser.transform.position.y;
        lightSource.position = _temp;

        Vector3 _dir = (laser.transform.position - lightSource.position).normalized;

        _dir.y = 0.0f;
        targetSource.position = lightSource.position + _dir * lengthOfBeam;

        layerOn = DJ_Util.isLayerOn(gameObject.GetComponent <DJ_BeatActivation>());

        if (layerOn)
        {
            //laser.GetComponent<MeshRenderer>().enabled = true;
            laser.GetComponent <BoxCollider>().enabled            = true;
            lightSource.GetComponent <ParticleRenderer>().enabled = true;
        }

        onBeat = DJ_Util.activateWithNoSound(gameObject.GetComponent <DJ_BeatActivation>());

        //if (DJ_BeatManager.thresholdStartNote)
        if (onBeat)
        {
            changeLaserDirection();
        }
        else
        {
            //laser.transform.rotation = Quaternion.Slerp(laser.transform.rotation, rotationVector.transform.rotation, Time.deltaTime);
            //var newRotation = Quaternion.LookRotation(laser.transform.position + rotationVector.position, Vector3.up);
            //laser.transform.rotation = Quaternion.Slerp(laser.transform.rotation, newRotation, Time.deltaTime);

            /*
             * if (currentAngle <= targetAngle)
             * {
             *  laser.transform.RotateAround(transform.position, Vector3.up, 3);
             *  currentAngle += 3;
             *  if (currentAngle > 360)
             *      currentAngle = 0;
             *  Debug.Log("Current angle is " + currentAngle);
             * }
             * else
             * {
             *  Debug.Log("DONE");
             * }
             */
        }


        if (DJ_TileManagerScript.tileMap.ContainsKey(laserTilePos))
        {
            if (laser.GetComponent <BoxCollider>().enabled)
            {
                DJ_TileManagerScript.tileMap[laserTilePos].tile.transform.GetChild(0).GetComponent <Renderer>().material.SetFloat("_GlowStrength", 10.5f);
                //DJ_TileManagerScript._recentlyLaserVisitedTiles.Add(laserTilePos); //set the time remaining of the effect
                //DJ_TileManagerScript._tileLaserGlowTimes.Add(laserTilePos, 1.5f);
            }
        }
    }
Exemple #3
0
    //void OnEnable()
    //{
    //    //UnityEditor.EditorApplication.update += Animate;
    //    laserGO.transform.parent = this.transform;
    //    Wall1.transform.parent = this.transform;
    //    Wall2.transform.parent = this.transform;

    //    Position = (EndPos + StartPos) / 2;

    //    Debug.Log("Enabling lazer animation");
    //}

    //void OnDisable()
    //{
    //    UnityEditor.EditorApplication.update -= Animate;
    //    Debug.Log("Disabling lazer animation");
    //}

    /// <summary>
    /// do the in editor animation
    /// </summary>
    public void Animate()
    {
        //calc the vector perpendicular to the direction of the animation path
        Vector3 right = Vector3.Cross(Dir, Vector3.up);

        //change the positions of the walls based on the gap distance
        //and offset part of the scale
        Wall1.transform.position = Position - right * (gapDist / 2 + Wall1.transform.localScale.x / 2)
                                   + Vector3.up * heightOffGround;
        Wall2.transform.position = Position + right * (gapDist / 2 + Wall2.transform.localScale.x / 2)
                                   + Vector3.up * heightOffGround;

        lightSource.position = Wall1.transform.position;
        target.position      = Wall2.transform.position;

        //make sure the laser object is centered between the walls
        laserGO.transform.position = (Wall2.transform.position + Wall1.transform.position) / 2;


        //set the scale of the laser so that it spans the distance betweens the  walls
        Vector3 scale = laserGO.transform.localScale;

        scale.y = (Vector3.Distance(Wall1.transform.position, Wall2.transform.position) - Wall1.transform.localScale.x) / 2;

        laserGO.transform.localScale = scale;

        laserTilePos.X = Mathf.RoundToInt(laserGO.transform.position.x);
        laserTilePos.Y = Mathf.RoundToInt(laserGO.transform.position.z);

        layerOn = DJ_Util.isLayerOn(gameObject.GetComponent <DJ_BeatActivation>());
        if (layerOn)
        {
            laserGO.GetComponent <MeshRenderer>().enabled         = true;
            laserGO.GetComponent <CapsuleCollider>().enabled      = true;
            lightSource.GetComponent <ParticleRenderer>().enabled = true;
        }

        onBeat = DJ_Util.activateWithNoSound(gameObject.GetComponent <DJ_BeatActivation>());
        if (moving == false && onBeat == true)
        {
            moving = true;

            if (gameObject.GetComponent <DJ_BeatActivation>().instrument1)
            {
                timeTillNextBeat = DJ_BeatManager.GetNextLayerOneOn();
            }
            else if (gameObject.GetComponent <DJ_BeatActivation>().instrument2)
            {
                timeTillNextBeat = DJ_BeatManager.GetNextLayerTwoOn();
            }
            else if (gameObject.GetComponent <DJ_BeatActivation>().instrument3)
            {
                timeTillNextBeat = DJ_BeatManager.GetNextLayerThreeOn();
            }
            else if (gameObject.GetComponent <DJ_BeatActivation>().instrument4)
            {
                timeTillNextBeat = DJ_BeatManager.GetNextLayerFourOn();
            }
        }

        if (moving)
        {
            currAnimationTime += Time.deltaTime;
            // Go to starting Position
            if (easeOut)
            {
                Position = Vector3.Lerp(Position, startPos, currAnimationTime * timeTillNextBeat);
                if (Vector3.Distance(Position, startPos) < .001f)
                //if (currAnimationTime > animationTime)
                {
                    currAnimationTime = 0.0f;
                    easeOut           = false;
                    easeIn            = true;
                    Position          = startPos;
                    moving            = false;
                }
            }
            // go to ending position
            else if (easeIn)
            {
                Position = Vector3.Lerp(Position, endPos, currAnimationTime * timeTillNextBeat);
                if (Vector3.Distance(Position, endPos) < .001f)
                //if (currAnimationTime > animationTime)
                {
                    currAnimationTime = 0.0f;
                    easeOut           = true;
                    easeIn            = false;
                    Position          = endPos;
                    moving            = false;
                }
            }
        }

        // GLOW when laser hovers over

        if (DJ_TileManagerScript.tileMap.ContainsKey(laserTilePos))
        {
            if (laserGO.GetComponent <CapsuleCollider>().enabled)
            {
                DJ_TileManagerScript.tileMap[laserTilePos].tile.transform.GetChild(0).GetComponent <Renderer>().material.SetFloat("_GlowStrength", 10.5f);
            }
        }

        /*
         * if (prevLaserTilePos.X > laserTilePos.X)
         * {
         *  int distanceX = prevLaserTilePos.X - laserTilePos.X;
         *  if (distanceX > 1)
         *  {
         *      Debug.Log("distanceX1 = " + distanceX);
         *      for (int j = 0; j < distanceX; j++)
         *      {
         *          DJ_Point temp = new DJ_Point(prevLaserTilePos.X + j + 1, prevLaserTilePos.Y);
         *          if (DJ_TileManagerScript.tileMap.ContainsKey(temp))
         *          {
         *              DJ_TileManagerScript.tileMap[temp].tile.transform.GetChild(0).renderer.material.SetFloat("_GlowStrength", 10.5f);
         *          }
         *      }
         *  }
         * }
         * else if (laserTilePos.X > prevLaserTilePos.X)
         * {
         *  int distanceX = laserTilePos.X - prevLaserTilePos.X;
         *  if (distanceX > 1)
         *  {
         *      Debug.Log("distanceX2 = " + distanceX);
         *      for (int j = 0; j < distanceX; j++)
         *      {
         *          DJ_Point temp = new DJ_Point(laserTilePos.X + j + 1, laserTilePos.Y);
         *          if (DJ_TileManagerScript.tileMap.ContainsKey(temp))
         *          {
         *              DJ_TileManagerScript.tileMap[temp].tile.transform.GetChild(0).renderer.material.SetFloat("_GlowStrength", 10.5f);
         *          }
         *      }
         *  }
         * }
         *
         * if (prevLaserTilePos.Y > laserTilePos.Y)
         * {
         *  int distanceZ = prevLaserTilePos.Y - laserTilePos.Y;
         *  Debug.Log("distanceZ1 = " + distanceZ);
         *  if (distanceZ > 1)
         *  {
         *      Debug.Log("distanceZ1 = " + distanceZ);
         *      for (int j = 0; j < distanceZ; j++)
         *      {
         *          DJ_Point temp = new DJ_Point(prevLaserTilePos.X, prevLaserTilePos.Y + j + 1);
         *          if (DJ_TileManagerScript.tileMap.ContainsKey(temp))
         *          {
         *              DJ_TileManagerScript.tileMap[temp].tile.transform.GetChild(0).renderer.material.SetFloat("_GlowStrength", 10.5f);
         *          }
         *      }
         *  }
         * }
         * else if (laserTilePos.Y > prevLaserTilePos.Y)
         * {
         *  int distanceZ = laserTilePos.Y - prevLaserTilePos.Y;
         *  Debug.Log("distanceZ1 = " + distanceZ);
         *  if (distanceZ > 1)
         *  {
         *      Debug.Log("distanceZ2 = " + distanceZ);
         *      for (int j = 0; j < distanceZ; j++)
         *      {
         *          DJ_Point temp = new DJ_Point(laserTilePos.X, laserTilePos.Y + j + 1);
         *          if (DJ_TileManagerScript.tileMap.ContainsKey(temp))
         *          {
         *              DJ_TileManagerScript.tileMap[temp].tile.transform.GetChild(0).renderer.material.SetFloat("_GlowStrength", 10.5f);
         *          }
         *      }
         *  }
         * }
         * Debug.Log("previous = " + prevLaserTilePos);
         * prevLaserTilePos = laserTilePos;
         *
         * Debug.Log("current = " + laserTilePos);
         */
    }
Exemple #4
0
    // Update is called once per frame
    public override void Update()
    {
        // GLOW when laser hovers over

        if (_meshRender.GetComponent <Renderer>().material.GetFloat("_GlowStrength") > .5f)
        {
            float gStrength = transform.GetChild(0).GetComponent <MeshRenderer>().GetComponent <Renderer>().sharedMaterial.GetFloat("_GlowStrength");
            //tileMaterial.color = Color.Lerp(tileMaterial.color, originalColor, fadeInSpeed * Time.deltaTime);
            float gs = Mathf.Lerp(gStrength, 1.0f, 3 * Time.deltaTime);
            _meshRender.GetComponent <Renderer>().material.SetFloat("_GlowStrength", gs);
        }
        else
        {
            _meshRender.GetComponent <Renderer>().material.SetFloat("_GlowStrength", 0.5f);
        }


        base.Update();
        if (!gameObject.GetComponent <DJ_Damageable>().invulnerable)
        {
            onBeat = DJ_Util.activateWithNoSound(gameObject.GetComponent <DJ_BeatActivation>());
            if (onBeat)
            {
                //DJ_TileManagerScript.tilePool.Push(DJ_TileManagerScript.tileMap[new DJ_Point((int)transform.position.x, (int)transform.position.z)]);
                //DJ_TileManagerScript.tileMap.Remove(new DJ_Point((int)transform.position.x, (int)transform.position.z));
                //gameObject.SetActive(false);
                startDelayTimer = true;
            }
        }
        if (startDelayTimer)
        {
            currentTimer += Time.deltaTime;
            if (currentTimer > timerDelayMax)
            {
                DJ_TileManagerScript.tilePool.Push(DJ_TileManagerScript.tileMap[new DJ_Point((int)transform.position.x, (int)transform.position.z)]);
                DJ_TileManagerScript.tileMap.Remove(new DJ_Point((int)transform.position.x, (int)transform.position.z));
                gameObject.SetActive(false);
                startDelayTimer = false;
                currentTimer    = 0;
            }
        }


        //save the current position of the GO so that we  can
        //modify it and  set the transform.position equal to
        //the  modified position
        currentPosition = transform.position;

        if (fadeIn)
        {
            if (fadingTile)
            {
                if (transform.GetChild(0).GetComponent <MeshRenderer>().enabled == false)
                {
                    if (DJ_Util.isLayerOn(gameObject.GetComponent <DJ_BeatActivation>()))
                    {
                        transform.GetChild(0).GetComponent <MeshRenderer>().enabled = true;
                    }
                }
            }

            float currAlpha = transform.GetChild(0).GetComponent <MeshRenderer>().GetComponent <Renderer>().sharedMaterial.GetFloat("_Alpha");
            //tileMaterial.color = Color.Lerp(tileMaterial.color, originalColor, fadeInSpeed * Time.deltaTime);
            float a = Mathf.Lerp(currAlpha, 1.0f, fadeInSpeed * Time.deltaTime);

            _meshRender.GetComponent <Renderer>().sharedMaterial.SetFloat("_Alpha", a);

            if (currAlpha == 1)
            {
                fadeIn = false;
            }
        }

        transform.position = currentPosition;
    }