Exemple #1
0
    private void Update()
    {
        Transform t = transform;

        Vector2 center = t.position + t.up * distance / 2f;

        Debug.DrawLine(t.position, t.position + (t.up * distance));
        Debug.DrawLine(center, center + (Vector2)(t.right * spread / 2f));
        Collider2D[] hitColliders = Physics2D.OverlapCapsuleAll(center, new Vector2(spread, distance), CapsuleDirection2D.Vertical, 0); //OverlapCircleAll(transform.position, targetingRadius);

        Vector2 dir = ((t.position + (t.up * distance)) - t.position).normalized;

        //Debug.Log("pos = " + t.position.ToString() + " up *dist = " + (t.up * distance).ToString() + " normalized dir = " + dir.ToString());

        int i = 0;

        while (i < hitColliders.Length)
        {
            //don't extinguish past wall
            bool           hitWall = false;
            RaycastHit2D[] hit     = Physics2D.LinecastAll(t.position, hitColliders[i].transform.position);
            for (int j = 0; j < hit.Length; j++)
            {
                if (hit[j].transform.tag == "Wall" || hit[j].transform.tag == "Debris")
                {
                    hitWall = true;
                    break;
                }
            }

            if (!hitWall)
            {
                if (hitColliders[i].tag == "Player")
                {
                    InteriorPlayer p = hitColliders[i].GetComponent <InteriorPlayer>();

                    float pDist = ((Vector2)hitColliders[i].transform.position - (Vector2)t.position).magnitude;
                    if (pDist < distance / 0.6f)
                    {
                        p.DropItem();
                    }
                    // TODO: Scale push with how close they're to the vent
                    p.PushInDir(dir, push);
                }
                else
                {
                    Pushable p = hitColliders[i].GetComponent <Pushable>();
                    if (p != null)
                    {
                        float pDist = ((Vector2)hitColliders[i].transform.position - (Vector2)t.position).magnitude;
                        // TODO: Scale push with how close they're to the vent
                        p.PushInDir(dir, push);
                    }
                }
            }
            i++;
        }
    }
Exemple #2
0
    private void Update()
    {
        Transform t = transform;

        Vector2 center = t.position + t.up * distance / 2f;

        Debug.DrawLine(t.position, t.position + (t.up * distance));
        Debug.DrawLine(center, center + (Vector2)(t.right * spread / 2f));
        Collider2D[] hitColliders = Physics2D.OverlapCapsuleAll(center, new Vector2(spread, distance), CapsuleDirection2D.Vertical, 0); //OverlapCircleAll(transform.position, targetingRadius);

        Vector2 breachDir = (t.position - (t.position + (t.up * distance))).normalized;

        int i = 0;

        while (i < hitColliders.Length)
        {
            //don't extinguish past wall
            bool           hitWall = false;
            RaycastHit2D[] hit     = Physics2D.LinecastAll(t.position, hitColliders[i].transform.position);
            for (int j = 0; j < hit.Length; j++)
            {
                if (hit[j].transform.tag == "Wall" || hit[j].transform.tag == "Debris")
                {
                    hitWall = true;
                    break;
                }
            }

            if (!hitWall)
            {
                if (hitColliders[i].tag == "Player")
                {
                    InteriorPlayer p   = hitColliders[i].GetComponent <InteriorPlayer>();
                    Vector3        dir = (t.position - hitColliders[i].transform.position).normalized;
                    // TODO: Scale push with how close they're to the vent
                    p.PushInDir(dir, push);
                }
                else
                {
                    Pushable p = hitColliders[i].GetComponent <Pushable>();
                    if (p != null)
                    {
                        Vector3 dir = (t.position - hitColliders[i].transform.position).normalized;
                        // TODO: Scale push with how close they're to the vent
                        p.PushInDir(dir, push);
                    }
                }
            }
            i++;
        }

        for (int j = 0; j < heldItemsTouching.Count; j++)
        {
            if (!heldItemsTouching[j].IsHeld)
            {
                Vector3 dir = (transform.position - heldItemsTouching[j].transform.position).normalized;

                GameObject jObj = heldItemsTouching[j].gameObject;
                if (jObj.transform.parent != null && jObj.transform.parent.GetComponent <Pushable>() != null)
                {
                    jObj = jObj.transform.parent.gameObject;
                }

                ExteriorManager.exteriorManager.GetSpawnManager().JettisonObject(jObj, dir);

                heldItemsTouching.Remove(heldItemsTouching[j]);
            }
        }
    }