public void DrawTrajectory(BubbleTrajectory trajectory) { _lineRendererA.enabled = true; _lineRendererB.enabled = false; DrawTrajectory(trajectory, _lineRendererA); }
public void DrawTrajectories(BubbleTrajectory trajectoryA, BubbleTrajectory trajectoryB) { _lineRendererA.enabled = true; _lineRendererB.enabled = true; DrawTrajectory(trajectoryA, _lineRendererA); DrawTrajectory(trajectoryB, _lineRendererB); }
private void DrawTrajectory(BubbleTrajectory trajectory, LineRenderer lineRenderer) { var points = trajectory.Points; lineRenderer.positionCount = points.Count; var index = 0; foreach (var point in points) { lineRenderer.SetPosition(index, point.Value); index++; } }
public override void Enter() { Bubble.gameObject.layer = LayerMask.NameToLayer("Untouchable"); _trajectoryA = new BubbleTrajectory(); _trajectoryB = new BubbleTrajectory(); _startingPosition = Bubble.transform.position; _inputService = Context.Instance.InputService; _angularDisplacement = Context.Instance.Settings.AngularDisplacement; _pullingDistance = Context.Instance.Settings.PullingDistance; _maxSpeed = Context.Instance.Settings.BubbleMaxSpeed; _minForce = Context.Instance.Settings.MinForce; Bubble.transform.SetParent(null); Bubble.Rigidbody.bodyType = RigidbodyType2D.Static; }