Exemple #1
0
    public void PlaceObjByGraph(GameObject obj)
    {
        //Debug.Log(obj.name);
        place             = ScriptableObject.CreateInstance <PlaceObjectToGround>();
        rotCalc           = ScriptableObject.CreateInstance <RotationCalculator>();
        rotCalc.rectRad   = 1.0f;
        rotCalc.rectRadZ  = 1.0f;
        rotCalc.yMod      = 2.0f;
        rotCalc.maxAngleX = 60.0f;
        rotCalc.maxAngleZ = 45.0f;
        //Debug.Log("graph length: "+graphLength);
        GameObject tempObj;
        float      rnd = 0.2f;

        for (int i = 0; i < vec3points.Length - 1; i++)
        {
            if (i % rar == 0)
            {
                tempObj = Instantiate(obj, objsParent);
                tempObj.transform.position = new Vector3(vec3points[i].x, vec3points[i].y + offset, vec3points[i].z);
                tempObj.transform.parent   = objsParent;

                rnd = 0.2f;
                tempObj.transform.rotation = new Quaternion(
                    tempObj.transform.rotation.x,
                    tempObj.transform.rotation.y + Random.Range(-rnd, rnd),
                    tempObj.transform.rotation.z,
                    tempObj.transform.rotation.w
                    );
                tempObj.transform.rotation = Vec3Mathf.GetDir(vec3points[i], vec3points[0]);
                rotCalc.MakeCalculations(tempObj.transform, tempObj.transform);
                place.corr = corr;
                place.Place(ref tempObj);
            }
        }

        tempObj = Instantiate(obj, objsParent);
        tempObj.transform.position = new Vector3(vec3points[vec3points.Length - 1].x, vec3points[vec3points.Length - 1].y + offset, vec3points[vec3points.Length - 1].z);
        tempObj.transform.parent   = objsParent;


        tempObj.transform.rotation = new Quaternion(
            tempObj.transform.rotation.x,
            tempObj.transform.rotation.y + Random.Range(-rnd, rnd),
            tempObj.transform.rotation.z,
            tempObj.transform.rotation.w
            );
        //tempObj.transform.rotation = Vec3Mathf.GetDir(vec3points[vec3points.Length - 3], vec3points[vec3points.Length-2]);
        rotCalc.MakeCalculations(tempObj.transform, tempObj.transform);
        place.corr = corr;
        place.Place(ref tempObj);
    }
 IEnumerator ModifyAngle()
 {
     while (true)
     {
         rotCalc.rectRad  = rectRad;
         rotCalc.rectRadZ = rectRadZ;
         rotCalc.yMod     = yMod;
         rotCalc.MakeCalculations(transform, modelToRotate);
         rotCalc.MakeCalculationsZ(transform, modelToRotate);
         if (debugMode)
         {
             rotCalc.DebugLines();
         }
         yield return(new WaitForSeconds(0.01f));
     }
 }
    void Update()
    {
        timeBetSteps = freq / agent.velocity.magnitude;
        if (stepIndex == poolSize)
        {
            stepIndex = 0;
        }
        if (agent.velocity.magnitude > 0)
        {
            stepTimer += Time.deltaTime;
            if (stepTimer > timeBetSteps)
            {
                stepTimer = 0;
                Ray        ray = new Ray(stepPos.position, -Vector3.up);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit, 2f, groundMask))
                {
                    steps [stepIndex].position = hit.point + Vector3.up * 2.0f;

                    steps[stepIndex].rotation = Vec3Mathf.GetDir(transform.position, steps[stepIndex].position);
                    float corr = Random.Range(-0.3f, 0.3f);
                    steps[stepIndex].position = new Vector3(
                        steps[stepIndex].position.x + corr,
                        steps[stepIndex].position.y,
                        steps[stepIndex].position.z
                        );

                    rotCalc.MakeCalculations(steps[stepIndex], steps[stepIndex]);
                    rotCalc.MakeCalculationsZ(steps[stepIndex], steps[stepIndex]);

                    place.Place(steps[stepIndex]);
                    steps [stepIndex].gameObject.SetActive(true);
                    stepIndex++;
                }
            }
        }
    }