Exemple #1
0
    public Transform UpdateRail()
    {
        RailManager.Node currentNode = railManager.GetNodes()[index];
        float            speed       = currentNode.cinematic ? cinematicSpeed : railSpeed;

        transform.position = Vector3.MoveTowards(transform.position, currentNode.position, speed * Time.deltaTime);
        Vector3 directionVector = currentNode.position - transform.position;

        if (directionVector.sqrMagnitude == 0f)
        {
            spawner.InstantiateNextNode();
            isTurning = false;
            index++;
            if (index < railManager.GetNodes().Length)
            {
                transform.LookAt(railManager.GetNodes()[index].position, railManager.GetNodes()[index].worldUp);
                if (railManager.GetNodes()[index].cinematic)
                {
                    checkpoint = index;
                    spawner.ClearUpToIndex(checkpoint);

                    if (index < 19)
                    {
                        promptManager.ShowStoryPrompt();
                    }

                    railSpeed += speedIncrease;
                }
            }
        }
        // Try to turn towards the next vector smoothly
        else if (directionVector.sqrMagnitude < (turningDistance * turningDistance) && index + 1 != railManager.GetNodes().Length)
        {
            if (isTurning)
            {
                transform.rotation = Quaternion.RotateTowards(transform.rotation, lookRotation, angleStep * Time.deltaTime);
            }
            else
            {
                // Get the end rotation
                RailManager.Node nextNode = railManager.GetNodes()[index + 1];
                lookRotation = Quaternion.LookRotation(nextNode.position - currentNode.position, nextNode.worldUp);

                // Get the angle we need to turn and the distance we have left
                float angleRemaining    = Quaternion.Angle(transform.rotation, lookRotation);
                float distanceRemaining = directionVector.magnitude; // Need the actual magnitude :(

                // Calculate how much we need to turn each second
                angleStep = (angleRemaining / distanceRemaining) * speed;
                Debug.LogFormat("AngleStep set to {0}", angleStep);
                isTurning = true;
            }
        }
        cameraTransform.position = transform.position + (transform.rotation * cameraOffset);
        cameraTransform.rotation = transform.rotation;
        return(transform);
    }
Exemple #2
0
    public void InstantiateNextNode()
    {
        if (i >= railManager.GetNodes().Length)
        {
            return;
        }
        RailManager.Node node = railManager.GetNodes()[i];
        if (node.cinematic)
        {
            currentPosition = node.position;
            i++;
            return;
        }
        float offsetMax = railManager.GetOffsetMax();
        // Loop until we are close enough to move on to the next node
        while ((node.position - currentPosition).sqrMagnitude != 0f)
        {
            // Get the direction towards the node before we move towards it
            Vector3 direction = node.position - currentPosition;
            // Move towards node at the given "StepDistance"
            currentPosition = Vector3.MoveTowards(currentPosition, node.position, stepDistance);

            foreach (SpawnerElement spawnerElement in spawnElements)
            {
                // Roll to see if we should spawn a cell
                if (UnityEngine.Random.Range(0, 100) < spawnerElement.spawnChance)
                {
                    // Get the forward vector's rotation
                    Quaternion rotation = Quaternion.LookRotation(direction);

                    // Roll a random angle and return the rotation
                    Quaternion randomAngle = Quaternion.AngleAxis(UnityEngine.Random.Range(0f, 360f), Vector3.forward);

                    // Roll a random radius (distance from the rail)
                    Vector3 randomRadius = spawnerElement.isPlaque ? new Vector3(0f, offsetMax) : 
                        new Vector3(0f, UnityEngine.Random.Range(0f, offsetMax));

                    // apply the random angle to the random radius, then apply the forward vector.
                    Vector3 offset = currentPosition + (rotation * (randomAngle * randomRadius));
                    if (spawnerElement.isPlaque)
                    {
                        spawnerElement.spawnedObjects[i].Add(spawnerElement.prefabPooler.GetObject(offset, rotation));
                    }
                    else if (!spawnerElement.burst)
                    {
                        spawnerElement.spawnedObjects[i].Add(spawnerElement.prefabPooler.GetObject(offset, Quaternion.identity));
                    }
                    else
                    {
                        int spawnCount = (int)UnityEngine.Random.Range(0.80f * spawnerElement.burstFactor,
                            1.20f * spawnerElement.burstFactor);
                        for (int j = 0; j < spawnCount; j++)
                        {
                            Vector3 burstOffset = offset + (UnityEngine.Random.rotationUniform *
                                (Vector3.up * UnityEngine.Random.Range(0, spawnerElement.burstDistance)));

                            spawnerElement.spawnedObjects[i].Add(
                                spawnerElement.prefabPooler.GetObject(burstOffset, Quaternion.identity));
                        }
                    }
                }
            }
        }
        i++;
    }