Exemple #1
0
    public void Update()
    {
        if (_vertexes == null && _building != null &&
            !UMath.nearEqualByDistance(_building.transform.position, new Vector3(), 1f))
        {
            _vertexes = _building.Geometry.GetComponent <MeshFilter>().mesh.vertices;
            _diff     = _building.transform.position - new Vector3();
        }

        if (_count < _vertexes.Length)
        {
            var        cube = UVisHelp.CreateHelpers(_vertexes[_count] + _diff, Root.cube);
            GameObject go   = new GameObject();
            go.transform.SetParent(_container.transform);
            go.transform.localPosition = new Vector3();

            cube.transform.SetParent(go.transform);

            go.transform.localScale    = _building.Geometry.transform.localScale;
            go.transform.localRotation = _building.Geometry.transform.localRotation;
            go.transform.localPosition = _building.Geometry.transform.localPosition;

            _show.Add(cube);
            _empties.Add(go);

            _count++;
        }
    }
Exemple #2
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    // Update is called once per frame
    public void Update()
    {
        //correcting bug where kids stay in front of storage with path completed
        if ((_destWasSet && _agent.isOnNavMesh && _agent.enabled && !_person.IsMajor &&
             !UMath.nearEqualByDistance(_agent.destination, Destiny, 0.1f) &&
             _agent.pathStatus == NavMeshPathStatus.PathComplete)
            ||
            (_agent.pathStatus == NavMeshPathStatus.PathInvalid && _agent.enabled && _agent.isOnNavMesh)
            )
        {
            //so i set the destination again to the real one so they move towards it
            _agent.SetDestination(Destiny);
        }

        if (_nextDest != new Vector3() && !_destWasSet && _agent.isOnNavMesh && _agent.enabled)
        {
            _destWasSet = true;
            _agent.SetDestination(Destiny);
            _startDate = Program.gameScene.GameTime1.CurrentDate();
        }
        CheckIfGoingIntoBuild();
        RadiusForHeavyLoaders();

        CheckVelocity();
        CheckIfTempSpeed();
        CheckIfPathPending();

        CheckIfStuck();
    }
Exemple #3
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 List <CheckPoint> validCheckPoints          = new List <CheckPoint>(); //checkpoint validated they will be used for last result
 private void DeltaQualityCheck()
 {
     for (int i = 0; i < bucketCheckPoints.Count - 1; i++)
     {
         //if is not the same
         if (!UMath.nearEqualByDistance(bucketCheckPoints[i].Point, bucketCheckPoints[i + 1].Point, 0.1f))
         {
             if (!RouterManager.IsWaterOrMountainBtw(bucketCheckPoints[i].Point, bucketCheckPoints[i + 1].Point))
             {
                 validCheckPoints.Add(bucketCheckPoints[i]);
             }
             //if is in water wont add the current one
             else
             {
                 RestartDeltaRouter(bucketCheckPoints[i].Point);
                 Init();
                 deltaRouted = false;
                 return;
             }
         }
     }
     //add the last one
     validCheckPoints.Add(bucketCheckPoints[bucketCheckPoints.Count - 1]);
     DoneDelta();
 }
Exemple #4
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 private bool ReturnBridgeRoadEquality()
 {
     if (UMath.nearEqualByDistance(_curr.Position, U2D.FromV3ToV2(_two.Position), .1f))
     {
         return(true);
     }
     return(false);
 }
Exemple #5
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 private bool CheckOnShortDest()
 {
     if (UMath.nearEqualByDistance(transform.position, _agentDest, _distToDisable))
     {
         MilitarBody.DisableAgent();
         return(true);
     }
     return(false);
 }
Exemple #6
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    /// <summary>
    /// Will tell u if is just crossing a brdige this time
    /// </summary>
    /// <param name="_curr"></param>
    /// <param name="crystal"></param>
    /// <returns></returns>
    private bool IsGettingIntoBridge(Crystal currP, Crystal eval)
    {
        var samePos = UMath.nearEqualByDistance(U2D.FromV2ToV3(eval.Position), _two.Position, 0.1f);

        if (samePos)
        {
            return(true);
        }
        return(false);
    }
Exemple #7
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 /// <summary>
 /// Need to elimianted duplicated in rare ocasions will show duplicates
 /// </summary>
 void EliminateDupConsecutive()
 {
     for (int i = 0; i < _checkPoints.Count - 1; i++)
     {
         if (UMath.nearEqualByDistance(_checkPoints[i].Point, _checkPoints[i + 1].Point, 0.001f))
         {
             _checkPoints.RemoveAt(i);
             i--;
         }
     }
 }
Exemple #8
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 private bool IsOnEaten(Vector3 a)
 {
     for (int i = 0; i < _eaten.Count; i++)
     {
         if (UMath.nearEqualByDistance(a, _eaten[i], 0.3f))
         {
             return(true);
         }
     }
     return(false);
 }
Exemple #9
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 /// <summary>
 /// Wil return current exact pos of light, if found in one stage, otherwisw
 /// ret -1
 /// </summary>
 /// <returns></returns>
 private int FindStateOfLight()
 {
     for (int i = 0; i < _stages.Count; i++)
     {
         if (UMath.nearEqualByDistance(_main.transform.position, _stages[i].transform.position, 0.02f))
         {
             return(i);
         }
     }
     return(-1);
 }
Exemple #10
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    private void CheckIfGoingIntoBuild()
    {
        if (_person == null) { return; }

        if (UMath.nearEqualByDistance(Destiny, _person.transform.position, ReachRadius))
        {
            if (_nextDest != new Vector3())
            {
                //Debug.Log("Point reached:" + _person.Name);
                _nextDest = new Vector3();
                _agent.enabled = false;
            }
        }
    }
Exemple #11
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 private void ValidateRoute()
 {
     validCheckPoints.Clear();
     for (int i = 0; i < bucket.Count - 1; i++)
     {
         //if is not the same
         if (!UMath.nearEqualByDistance(bucket[i].Point, bucket[i + 1].Point, 0.1f))
         {
             validCheckPoints.Add(bucket[i]);
         }
     }
     //add the last one
     validCheckPoints.Add(bucket[bucket.Count - 1]);
 }
Exemple #12
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    /// <summary>
    /// Will return true if _curr and _two are really close
    /// </summary>
    /// <returns></returns>
    private bool CheckIfDone()
    {
        //bz Bridge road on Y is really far apart
        if (_two != null && _two.MyBuildKey != null && _two.MyBuildKey.Contains("BridgeRoad"))
        {
            return(ReturnBridgeRoadEquality());
        }

        //2d only bz then it wont care about Y difference so Docks cant get built
        var currPos = new Vector3(_curr.Position.x, _two.Position.y, _curr.Position.y);

        if (UMath.nearEqualByDistance(currPos, _two.Position, .1f))
        //if (UMath.nearEqualByDistance(U2D.FromV2ToV3(_curr.Position), _two.Position, .1f))
        {
            return(true);
        }
        return(false);
    }
Exemple #13
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Fichier : Way.cs Projet : Cdrix/SM
    /// <summary>
    /// The Drag action of the way
    /// </summary>
    public void Drag()
    {
        if (UMath.nearEqualByDistance(ClosestVertOld, ClosestSubMeshVert, 0.01f))
        {
            return;
        }
        CreateWay();
        ClearPrevWay();

        if (onScreenPoly.Count == 0)
        {
            return;
        }

        //this is what creaetes both ways
        RetListOfWay(onScreenPoly, _dir);

        //this will remove duplicates and will in a road if the tile is overlapping other
        //will push it a bit down so in it renders fine
        //if is a bridge is not needed since we do exaclty this on Bridge.cs and brige needs
        //all tiles in the same height
        if (HType != H.BridgeRoad && HType != H.BridgeTrail)
        {
            RemoveDupRectifyPath();
        }

        //if paths are less than the max amt allowed we will check coll and will update preview pos
        if (_verticPath.Count + _horPath.Count < MaxStepsWay)
        {
            CollideCheckRoutineUpdatePrev(_verticPath, _horPath);
            _verticPathNew = _verticPath;
            _horPathNew    = _horPath;
        }
        else if (_verticPath.Count + _horPath.Count >= MaxStepsWay)
        {
            CollideCheckRoutineUpdatePrev(_verticPathNew, _horPathNew);
        }
        base.UpdateClosestVertexAndOld();//so ClosestSubMeshVert and ClosestVertOld are taken care of

        _isWayOK = CheckEvenTerraCollWater();
        UpdateBigBoxesPrev();
    }
Exemple #14
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    /// <summary>
    /// Will return position if 'oringin' was not contained in a building ...
    /// other wise will recurse keep moving towards target... until a spot is find it that
    /// is not contained in a building or 'origin' is equals 'target'
    /// </summary>
    public Vector3 AssignIniPositionIfNotInBuild(Vector3 origin, Vector3 target)
    {
        var personBounds = UPoly.CreatePolyFromVector3(origin, _person.PersonDim, _person.PersonDim);

        //if bound collide will recurse
        if (BuildingPot.Control.Registro.IsCollidingWithExisting(personBounds))
        {
            //if both are the same they the origin was moved all the way untli the target
            //so no more recursion is needed... i couldnt find a point where was not building
            //this is covering a infinite loop, should nt happen ever
            if (UMath.nearEqualByDistance(origin, target, 0.1f))
            {
                throw new Exception("origin reach target on AssignIniPositionIfNotInBuild() DeltaRouter");
            }

            origin = Vector3.MoveTowards(origin, target, 0.04f);
            origin = AssignIniPositionIfNotInBuild(origin, target);
        }
        return(origin);
    }
Exemple #15
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    private IEnumerator ThreeSecUpdate()
    {
        while (true)
        {
            yield return(new WaitForSeconds(0.1f)); // wait

            var samePos   = UMath.nearEqualByDistance(transform.position, iniPos, 1);
            var buildNull = Building == null;

            //means is showing
            if (samePos && !buildNull && BuildingPot.Control.Registro.SelectBuilding != null)
            {
                LoadMenu();

                //then orders need to be reloaded from dispatch and shown on Tab
                if (_orders.gameObject.activeSelf == _orders)
                {
                    ShowOrders();
                }
            }
        }
    }
Exemple #16
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    public static Dir TellMeWhichCornerIsThis(List <Vector3> poly, Vector3 commonCorner)
    {
        Dir res = Dir.None;

        if (UMath.nearEqualByDistance(commonCorner, poly[0], 0.01f))
        {
            res = Dir.NW;
        }
        if (UMath.nearEqualByDistance(commonCorner, poly[1], 0.01f))
        {
            res = Dir.NE;
        }
        if (UMath.nearEqualByDistance(commonCorner, poly[2], 0.01f))
        {
            res = Dir.SE;
        }
        if (UMath.nearEqualByDistance(commonCorner, poly[3], 0.01f))
        {
            res = Dir.SW;
        }
        return(res);
    }
Exemple #17
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    /// <summary>
    /// Will rtell u if current Vectors 3 List can be feed. Need to know if the are a perfect Rectangle
    ///
    /// Will try to find all the Current Vector3 asked for on the first 1000 on the grid
    /// </summary>
    /// <returns></returns>
    private bool FeedIsOk()
    {
        int local = 0;
        var top   = DefineTop();

        for (int i = 0; i < _currVector3s.Count; i++)
        {
            if (IsOnEaten(_currVector3s[i]))
            {
                local++;
                continue;
            }

            for (int j = 0; j < top; j++)
            {
                if (UMath.nearEqualByDistance(_currVector3s[i], _grid[j], 0.3f))
                {
                    //so it can be removed
                    _currVector3s[i] = _grid[j];

                    local++;
                    break;
                }
            }

            //means tht one went trheu and didnt find a mathc
            if (i > local)
            {
                return(false);
            }
        }

        if (local == _currVector3s.Count)
        {
            return(true);
        }
        return(false);
    }
Exemple #18
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    ///// <summary>
    ///// Will push the 'val' away from the center of the '_currRect.TheRect.center'
    ///// Use to grow the rectagle . Is needed when addressing delta routing
    ///// </summary>
    ///// <param name="val"></param>
    ///// <returns></returns>
    //Vector3 PushAwayFromCurrRectCenter(Vector3 val)
    //{

    //    var center = U2D.FromV2ToV3(_currRect.TheRect.center);
    //    var dist = Vector3.Distance(center, val);//distnace to center of the rect

    //    //so its moves away from center
    //    Vector3 res = Vector3.MoveTowards(val, center, -grow * dist);
    //    return res;
    //}

    /// <summary>
    /// Will check if _currRect needs to grow bz _curr didnt change .
    ///
    ///      Created to avoid bugg where Rect was gettting created again and again bz could not find any crystalls
    /// </summary>
    private bool CheckIfNeedGrow()
    {
        if (_oldCurr == null)
        {
            return(false);
        }

        var closeEnogh       = UMath.nearEqualByDistance(_oldCurr.Position, _curr.Position, 0.3f);
        var closeAndTerraObs = UMath.nearEqualByDistance(_oldCurr.Position, _curr.Position, 1.5f) &&
                               (_oldCurr.IsTerrainObstacle() || _curr.IsTerrainObstacle());

        if (closeEnogh || closeAndTerraObs)
        {
            //Debug.Log("closeEnogh:" + closeEnogh + " closeAndTerraObs:" + closeAndTerraObs);

            ////Debug.Log("Rect grow");
            grow *= 2;
            //_currRect.Grow();
            return(true);
        }
        grow = GROWC;
        return(false);
    }
Exemple #19
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    private int oldCurrent;//the previus route point
    /// <summary>
    /// The walk handler is being called on Update() if MovingNow = true
    /// </summary>
    void WalkHandler()
    {
        if (oldCurrent != _currentRoutePoint)
        {
            InitRotaVars();
            oldCurrent = _currentRoutePoint;
            InitRotaVarsOnSpeed();
        }
        CheckRotation();

        MoveAction();

        Vector3 curr = _gameObject.transform.position;
        Vector3 next = _routePoins[_currentRoutePoint].Point;

        if (UMath.nearEqualByDistance(curr, next, 0.01f))// 0.001f
        {
            if (next == _routePoins[lastRoutePoint].Point)
            {
                WalkDone();
            }
            SetNextPoint();
        }
    }
Exemple #20
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    /// <summary>
    /// Updates the Big Box when is behaving as a Cursor
    /// </summary>
    public void UpdateCursor()
    {
        //update submesh vert
        UpdateClosestSubMeshVert();
        if (UMath.nearEqualByDistance(ClosestVertOld, ClosestSubMeshVert, 0.01f))
        {
            return;
        }
        UpdateClosestVertexAndOld();

        //creates poly
        var locPoly = UPoly.CreateSubMeshPoly(ClosestSubMeshVert, prevWideSquares);

        locPoly = UPoly.ScalePoly(locPoly, -0.04f);//a bit smaller is not colliding with every edge

        UpdatePos(locPoly, 0.75f);

        bool isEven    = AreAllPointsEven(locPoly, 0.01f);
        bool isCollide = CheckIfColliding(locPoly);
        bool isOnFloor = IsOnTheFloor(locPoly);

        //if is even not coll and is on floor
        CheckAndSwitchColor(isEven && !isCollide && isOnFloor);
    }
Exemple #21
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    /// <summary>
    /// Move an vertex of a poly aways from the Poly dependeing on which one is .
    ///
    /// Needs to be called bz we need to push person away from building other wise
    /// when checking for collisions is always in bz algorith will do it on the edge
    /// So wehen i call this i push the edge away from Building
    /// </summary>
    Vector3 MoveAnchorAwayFromBuild(Vector3 anchorToMoveAndRet, List <Vector3> anchors, float inX, float inZ)
    {
        int anchorIndex = -1;

        for (int i = 0; i < anchors.Count; i++)
        {
            if (UMath.nearEqualByDistance(anchors[i], anchorToMoveAndRet, 0.01f))
            {
                anchorIndex = i;
            }
        }

        //this is to addres when the Anchor was sanitize... will nt be tht close to an anchor anymore
        //and wont find which one is closer ... therefore will return the save value pased
        if (anchorIndex == -1)
        {
            return(anchorToMoveAndRet);
        }

        float newX = anchorToMoveAndRet.x + inX * polyMapXSing[anchorIndex];
        float newZ = anchorToMoveAndRet.z + inZ * polyMapZSing[anchorIndex];

        return(new Vector3(newX, anchorToMoveAndRet.y, newZ));
    }