Exemple #1
0
    void Update()
    {
        if (positions == null || positions.Count <= 0 || segments == null || segments.Count <= 0)
        {
            return;
        }

        positions[0] = VectorExtras.AnchoredMovePosTowardTarget(head.transform.position, positions[0], segmentSpacingMax);

        float ang = VectorExtras.VectorToDegrees(VectorExtras.Direction(segments[0].transform.position, head.transform.position));

        angles[0] = Mathf.MoveTowardsAngle(angles[0], ang, bodyRotateSpeed * Time.deltaTime);
        segments[0].transform.rotation = Quaternion.AngleAxis(angles[0], Vector3.forward);
        segments[0].transform.position = positions[0];

        Vector3 nextPos = VectorExtras.AnchoredMovePosTowardTarget(head.transform.position, positions[0], segmentSpacingMax);

        for (int i = 1; i < segments.Count; i++)
        {
            positions[i] = VectorExtras.AnchoredMovePosTowardTarget(nextPos, positions[i], segmentSpacingMax / 3f);

            ang       = VectorExtras.VectorToDegrees(VectorExtras.Direction(segments[i].transform.position, nextPos));
            angles[i] = Mathf.MoveTowardsAngle(angles[i], ang, bodyRotateSpeed * Time.deltaTime);
            segments[i].transform.rotation = Quaternion.AngleAxis(angles[i], Vector3.forward);
            segments[i].transform.position = positions[i];

            nextPos = VectorExtras.AnchoredMovePosTowardTarget(positions[i - 1], positions[i], segmentSpacingMax / 3f);
        }
    }
Exemple #2
0
    void Update()
    {
        _deltaTime = Time.deltaTime * simulationSpeed;
        if (isSimulating)
        {
            //Check edges we are in contact with. Check for changes

            MovementData newMovement = new MovementData(movement);               //Private


            Vector2 inputForce = GameManager.inputAxis * moveSpeed * _deltaTime;
            newMovement.velocity += inputForce;

            collisionSides = GetSurroundings(newMovement.position);
            CollisionModify(collisionSides, ref newMovement);

            if (collisionSides.HasFlag(Edges.Below))
            {
                newMovement.velocity.x = Mathf.MoveTowards(newMovement.velocity.x, 0f, groundDrag);
            }

            MovementData prediction = Verlet(newMovement, collisionSides.HasFlag(Edges.Below) ? Vector2.zero : Acceleration());                 //Private

            //NOTE this implementation for collisions is NOT accurate with Verlet!! Need a better solution...

            float               distance  = Vector2.Distance(movement.position, prediction.position);
            Vector2             direction = VectorExtras.Direction(movement.position, prediction.position);
            List <RaycastHit2D> hits      = FilterIgnored(ignoredColliders,
                                                          Physics2D.BoxCastAll(movement.position, collider.size, 0f, direction, distance));

            if (hits.Count > 0)              //Did we hit something?
            {
                RaycastHit2D hit = hits[0];

                prediction.position = hit.centroid + (hit.normal * bloatSpacing);
            }

            movement = prediction;

            transform.position = new Vector3(movement.position.x, movement.position.y, 0f);

            collisionSides = GetSurroundings(transform.position);
            ExternalCall(collisionSides);
        }
    }
Exemple #3
0
    void Update()
    {
        if (initalized == false)
        {
            return;
        }

        int index = TerrainController.Singleton.ClosestSegmentIndexToPoint(head.transform.position);

        index = Mathf.Min(index + 1, TerrainController.Singleton.path.Count - 1);

        Vector3 target;

        if (Vector3.Distance(head.position, PlayerController.Singleton.transform.position) < chasePlayerDistance)
        {
            target = PlayerController.Singleton.transform.position;
        }
        else
        {
            target = TerrainController.Singleton.path[index] + (Vector2)TerrainController.Singleton.transform.position;
        }

        float myDistance     = TerrainController.Singleton.PointDistanceAlongPathTotal(head.position);
        float playerDistance = TerrainController.Singleton.PointDistanceAlongPathTotal(PlayerController.Singleton.transform.position);

        distToPlayer = playerDistance - myDistance;

        float percent = VectorExtras.ReverseLerp(distToPlayer, minSpeedDistance, maxSpeedDistance);
        float curve   = speedCurve.Evaluate(percent) * (maxSpeed - minSpeed);

        speed = curve + minSpeed; //VectorExtras.Remap( minSpeedDistance, maxSpeedDistance, minSpeed, maxSpeed, diff );


        head.position = Vector3.MoveTowards(head.position, target, speed * Time.deltaTime);

        float a = VectorExtras.VectorToDegrees(VectorExtras.Direction(head.position, target));

        headAngle = Mathf.MoveTowardsAngle(headAngle, a, headRotateSpeed * Time.deltaTime);
        head.transform.rotation = Quaternion.AngleAxis(headAngle, Vector3.forward);

        Debug.DrawLine(head.position, target, Color.cyan);
    }