// Use this for initialization
    void Start()
    {
        physConst        = GameObject.Find("PhysicalConstants");
        physicsConstants = physConst.GetComponent("PhysicsConstants") as PhysicsConstants;
        SpeedOfLight     = physicsConstants.SpeedOfLight;



        size       = (int)((2.0f * Mathf.PI) / thetaScale) + 2;
        thetaRange = 2.0f * Mathf.PI + thetaScale;
        i          = 0;


        lRend = transform.GetComponents <LineRenderer>();
        lRend[0].SetVertexCount(size);


        timeOfCircle = Time.time;
        //GENERATE THE CIRCLE
        GiveCircleRadius(radius);

        /*for (float theta= 0.0f; theta < thetaRange; theta += thetaScale)
         * {
         *      x = radius*Mathf.Cos( theta   );
         *      y = radius*Mathf.Sin( theta   );
         *      Vector3 pos = new Vector3(x,y,0.0f);
         *      lRend[0].SetPosition(i, pos);
         *      i++;
         * }*/
        //GiveCircleRadius(radius);
    }
Exemple #2
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 public void ReadChildData(BinaryReader reader)
 {
     for (int x = 0; x < _physicsConstants.Count; x++)
     {
         PhysicsConstants.AddNew();
         PhysicsConstants[x].Read(reader);
     }
     for (int x = 0; x < _physicsConstants.Count; x++)
     {
         PhysicsConstants[x].ReadChildData(reader);
     }
     for (int x = 0; x < _states.Count; x++)
     {
         States.AddNew();
         States[x].Read(reader);
     }
     for (int x = 0; x < _states.Count; x++)
     {
         States[x].ReadChildData(reader);
     }
     for (int x = 0; x < _particleStates.Count; x++)
     {
         ParticleStates.AddNew();
         ParticleStates[x].Read(reader);
     }
     for (int x = 0; x < _particleStates.Count; x++)
     {
         ParticleStates[x].ReadChildData(reader);
     }
 }
        void listener_Flick(object sender, FlickGestureEventArgs e)
        {
            //Debug.WriteLine("listener_Flick");

            if (e.Direction == Orientation.Vertical)
            {
                _state = State.Flicking;

                _selectedItem = null;
                if (!IsExpanded)
                {
                    IsExpanded = true;
                }

                Point           velocity      = new Point(0, e.VerticalVelocity);
                double          flickDuration = PhysicsConstants.GetStopTime(velocity);
                Point           flickEndPoint = PhysicsConstants.GetStopPoint(velocity);
                IEasingFunction flickEase     = PhysicsConstants.GetEasingFunction(flickDuration);

                AnimatePanel(new Duration(TimeSpan.FromSeconds(flickDuration)), flickEase, _panningTransform.Y + flickEndPoint.Y);

                e.Handled = true;

                _selectedItem = null;
                UpdateItemState();
            }
        }
            public virtual void ReadChildData(BinaryReader reader)
            {
                int x = 0;

                for (x = 0; (x < _physicsConstants.Count); x = (x + 1))
                {
                    PhysicsConstants.Add(new ParticleSystemPhysicsConstantsBlock());
                    PhysicsConstants[x].Read(reader);
                }
                for (x = 0; (x < _physicsConstants.Count); x = (x + 1))
                {
                    PhysicsConstants[x].ReadChildData(reader);
                }
                for (x = 0; (x < _states.Count); x = (x + 1))
                {
                    States.Add(new ParticleSystemTypeStatesBlock());
                    States[x].Read(reader);
                }
                for (x = 0; (x < _states.Count); x = (x + 1))
                {
                    States[x].ReadChildData(reader);
                }
                for (x = 0; (x < _particleStates.Count); x = (x + 1))
                {
                    ParticleStates.Add(new ParticleSystemTypeParticleStatesBlock());
                    ParticleStates[x].Read(reader);
                }
                for (x = 0; (x < _particleStates.Count); x = (x + 1))
                {
                    ParticleStates[x].ReadChildData(reader);
                }
            }
    public PhysicsMovement(GameObject character) : base(character)
    {
        physicsConstants = new PhysicsConstants(character);


        contactFilter.useTriggers = false;
        contactFilter.SetLayerMask(LayerMask.GetMask("Block"));
        contactFilter.useLayerMask = true;
    }
        private void OnManipulationCompleted(object sender, ManipulationCompletedEventArgs e)
        {
            if (_isDragging)
            {
                // See if it was a flick
                if (e.IsInertial)
                {
                    _state        = State.Flicking;
                    _selectedItem = null;

                    if (!IsExpanded)
                    {
                        IsExpanded = true;
                    }

                    Point velocity;

                    if (Orientation == Orientation.Vertical)
                    {
                        velocity = new Point(0, e.FinalVelocities.LinearVelocity.Y);
                    }
                    else
                    {
                        velocity = new Point(e.FinalVelocities.LinearVelocity.X, 0);
                    }

                    double          flickDuration = PhysicsConstants.GetStopTime(velocity, Friction, MaximumSpeed, ParkingSpeed);
                    Point           flickEndPoint = PhysicsConstants.GetStopPoint(velocity, Friction, MaximumSpeed, ParkingSpeed);
                    IEasingFunction flickEase     = PhysicsConstants.GetEasingFunction(flickDuration, Friction);

                    double to;
                    if (Orientation == Orientation.Vertical)
                    {
                        to = _panningTransform.Y + flickEndPoint.Y;
                    }
                    else
                    {
                        to = _panningTransform.X + flickEndPoint.X;
                    }

                    AnimatePanel(new Duration(TimeSpan.FromSeconds(flickDuration)), flickEase, to);

                    e.Handled = true;

                    _selectedItem = null;
                    UpdateItemState();
                }

                if (_state == State.Dragging)
                {
                    SelectAndSnapToClosest();
                }

                _state = State.Expanded;
            }
        }
Exemple #7
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    void start()
    {
        physConst        = GameObject.Find("PhysicalConstants");
        physicsConstants = physConst.GetComponent("PhysicsConstants") as PhysicsConstants;
        SpeedOfLight     = physicsConstants.SpeedOfLight;


        //timeStart=0.0f;
        blastRadius = 15.0f;
        //lifeTime= blastRadius/(SpeedOfLight*0.2f)+timeStart;
    }
Exemple #8
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 public void ReadChildData(BinaryReader reader)
 {
     _bitmaps.ReadString(reader);
     _pointPhysics.ReadString(reader);
     _bitmap.ReadString(reader);
     for (int x = 0; x < _physicsConstants.Count; x++)
     {
         PhysicsConstants.AddNew();
         PhysicsConstants[x].Read(reader);
     }
     for (int x = 0; x < _physicsConstants.Count; x++)
     {
         PhysicsConstants[x].ReadChildData(reader);
     }
 }
            public virtual void ReadChildData(BinaryReader reader)
            {
                int x = 0;

                _bitmaps.ReadString(reader);
                _pointPhysics.ReadString(reader);
                _bitmap.ReadString(reader);
                for (x = 0; (x < _physicsConstants.Count); x = (x + 1))
                {
                    PhysicsConstants.Add(new ParticleSystemPhysicsConstantsBlock());
                    PhysicsConstants[x].Read(reader);
                }
                for (x = 0; (x < _physicsConstants.Count); x = (x + 1))
                {
                    PhysicsConstants[x].ReadChildData(reader);
                }
            }
Exemple #10
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        private void OnManipulationCompleted(object sender, ManipulationCompletedEventArgs e)
        {
            if (_isDragging)
            {
                // See if it was a flick
                if (e.IsInertial)
                {
                    _state        = State.Flicking;
                    _selectedItem = null;

                    if (!IsExpanded)
                    {
                        IsExpanded = true;
                    }

                    Point           velocity      = new Point(0, e.FinalVelocities.LinearVelocity.Y);
                    double          flickDuration = PhysicsConstants.GetStopTime(velocity);
                    Point           flickEndPoint = PhysicsConstants.GetStopPoint(velocity);
                    IEasingFunction flickEase     = PhysicsConstants.GetEasingFunction(flickDuration);

                    double endPoint         = _panningTransform.Y + flickEndPoint.Y;
                    double adjustedEndPoint = Math.Round(endPoint / ActualItemHeight) * ActualItemHeight;

                    flickDuration *= adjustedEndPoint / endPoint;

                    AnimatePanel(new Duration(TimeSpan.FromSeconds(flickDuration)), flickEase, adjustedEndPoint);

#if WP8
                    _changeStateAfterAnimation = false;
#endif

                    e.Handled = true;

                    _selectedItem = null;
                    UpdateItemState();
                }

                if (_state == State.Dragging)
                {
                    SelectAndSnapToClosest();
                }

                _state = State.Expanded;
            }
        }