Exemple #1
0
        private void SetNewPositions()
        {
            currentDirection = potentialDirection;

            Vector3 emptyPos;

            Vector3 targetPos = elements[0].position + potentialDirection;

            float maxDelay = iterationTime * (1 - waitingMovingRatio) * elasticityRatio;

            for (int i = 0; i < elements.Count; i++)
            {
                var item = elements[i];

                emptyPos = item.position;

                float delay = maxDelay / elements.Count * i;

                var newAct = MovementAct.GetAct();
                newAct.Destination  = targetPos;
                newAct.StartPos     = item.position;
                newAct.MovedObject  = item;
                newAct.TimeInATrip  = 0 - delay;
                newAct.TripDuration = iterationTime * (1 - waitingMovingRatio) - maxDelay;

                movements.Add(newAct);

                targetPos = emptyPos;
            }
        }
Exemple #2
0
        private IEnumerator MoveElements()
        {
            // needed to be stored for further lenghten of the snake if a fruit will get collected during an iteration
            var tailPos = elements[elements.Count - 1].position;

            while (movements.Count > 0)
            {
                for (int i = movements.Count - 1; i >= 0; i--)
                {
                    var item = movements[i];
                    item.TimeInATrip += Time.deltaTime;

                    float completeRatio = Mathf.Clamp01(item.TimeInATrip / item.TripDuration);
                    float smoothedRatio = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f).Evaluate(completeRatio);

                    item.MovedObject.position = Vector3.Lerp(item.StartPos, item.Destination, smoothedRatio);

                    // rotation
                    Quaternion newRotation = new Quaternion();
                    newRotation.SetLookRotation(item.Direction, Vector3.back);
                    item.MovedObject.rotation = newRotation;

                    // remove if reached destination
                    if (completeRatio == 1)
                    {
                        MovementAct.Release(item);
                        movements.RemoveAt(i);
                    }
                }
                yield return(null);
            }
            // if a snake is shorter than should be due to a fruit collected or recent start - increase lenght by one element
            if (elements.Count < DesiredLenght)
            {
                var newElement = Instantiate(snakeElementPrefab, tailPos, Quaternion.identity);
                elements.Add(newElement.transform);
            }
        }
Exemple #3
0
 public static void Release(MovementAct movementAct)
 {
     _pool.Push(movementAct);
 }