Exemple #1
0
 public virtual void RecalcForcesAndClearBody(bool p_forceRecalc = false, bool p_ropesMassOnly = false)
 {
     if (_needRecalcAndClear || p_forceRecalc)
     {
         RecalcForces(true, p_ropesMassOnly);
         _needRecalcAndClear = false;
         RopeInternalUtils.TryClearRigidBody2D(RigidBody2DComponent);
         ResetTimeToLerp();
     }
 }
Exemple #2
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        public float GetSumOfIndirectObjectsMass(bool p_includeOtherPluggedObjects = true, bool p_includeChildrens = true, bool p_multiplyByGravityScale = true)
        {
            List <GameObject> v_indirectOtherObjectsList = GetAllIndirectObjects(p_includeOtherPluggedObjects);
            float             v_massSum = 0;

            foreach (GameObject v_object in v_indirectOtherObjectsList)
            {
                v_massSum += RopeInternalUtils.GetObjectMass(v_object, p_includeChildrens, p_multiplyByGravityScale);
            }
            return(v_massSum);
        }
Exemple #3
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        public virtual float GetSumOfOtherObjectsMass(bool p_includeChildrens = true, bool p_multiplyByGravityScale = true)
        {
            float             v_sumOfOtherObjectsMass = 0;
            List <GameObject> v_otherObjects          = GetAllOtherAttachedObjectsInPluggedRopes();

            foreach (GameObject v_object in v_otherObjects)
            {
                v_sumOfOtherObjectsMass += RopeInternalUtils.GetObjectMass(v_object, p_includeChildrens, p_multiplyByGravityScale);
            }
            return(v_sumOfOtherObjectsMass);
        }
Exemple #4
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        public void CloneModelForceBallonComponents()
        {
            if (Application.isPlaying && !RopeInternalUtils.IsPrefab(this.gameObject))
            {
                BallonObjectToCloneByMass v_structToCheck = null;
                //Find Correct Struct
                foreach (BallonObjectToCloneByMass v_struct in SpriteChangerModel)
                {
                    if (v_struct != null && v_struct.ObjectContainer != null && (_sumOfOtherObjectsMass * BallonForceScale) + ExtraThrust >= v_struct.MassToAcceptClone)
                    {
                        if (v_structToCheck == null)
                        {
                            v_structToCheck = v_struct;
                        }
                        else
                        {
                            if (v_struct.MassToAcceptClone > v_structToCheck.MassToAcceptClone)
                            {
                                v_structToCheck = v_struct;
                            }
                        }
                    }
                }

                //Copy Components
                if (v_structToCheck != null && v_structToCheck.ObjectContainer != null)
                {
                    MonoBehaviour[] v_componentsArray = v_structToCheck.ObjectContainer.GetComponents <MonoBehaviour>();
                    foreach (MonoBehaviour v_component in v_componentsArray)
                    {
                        if (v_component != null)
                        {
                            RopeInternalUtils.CopyComponent <MonoBehaviour>(this.gameObject, v_component);
                        }
                    }
                    //Copy Sprite Renderer
                    SpriteRenderer v_otherSpriteRenderer = v_structToCheck.ObjectContainer.GetComponent <SpriteRenderer>();
                    SpriteRenderer v_myRenderer          = this.gameObject.GetComponent <SpriteRenderer>();
                    if (v_myRenderer != null && v_otherSpriteRenderer != null)
                    {
                        v_myRenderer.sprite = v_otherSpriteRenderer.sprite;
                        //v_myRenderer.material = v_otherSpriteRenderer.material;
                    }
                }
            }
        }
Exemple #5
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        protected virtual GameObject FindCloseObjectInRange(Vector2 p_globalPoint, float p_radius)
        {
            GameObject v_returnObject = null;

            if (PressRadius > 0)
            {
                float v_currentDistance = 9999999f;
                float v_angleStep       = 10f;
                for (float j = 0; j < 360.0f; j += v_angleStep)
                {
                    Vector3      v_rotatedVector = RopeInternalUtils.RotateZ(new Vector2(1, 0), j);
                    RaycastHit2D v_hit           = Physics2D.Raycast(p_globalPoint, v_rotatedVector, p_radius);
                    if (v_hit.transform != null && v_hit.transform.gameObject != null)
                    {
                        if (v_hit.distance < v_currentDistance)
                        {
                            v_returnObject    = v_hit.transform.gameObject;
                            v_currentDistance = v_hit.distance;
                        }
                    }
                }
            }
            return(v_returnObject);
        }
Exemple #6
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        protected virtual void Update()
        {
            if (o != null)
            {
                o.transform.position = Vector3.zero;
                o.layer = this.gameObject.layer;
            }

            if (emit && emitTime != 0)
            {
                emitTime -= GetDeltaTime();
                if (emitTime == 0)
                {
                    emitTime = -1;
                }
                if (emitTime < 0)
                {
                    emit = false;
                }
            }

            if (!emit && points.Count == 0 && autoDestruct)
            {
                Destroy(o);
                Destroy(gameObject);
            }

            // early out if there is no camera
            Camera v_camera = RopeInternalUtils.GetCameraThatDrawLayer(this.gameObject.layer);

            if (v_camera == null)
            {
                return;
            }

            bool re = false;

            // if we have moved enough, create a new vertex and make sure we rebuild the mesh
            float theDistance = (lastPosition - transform.position).magnitude;

            if (emit)
            {
                if (theDistance > minVertexDistance)
                {
                    bool make = false;
                    if (points.Count < 3)
                    {
                        make = true;
                    }
                    else
                    {
                        Vector3 l1 = ((Point)points[points.Count - 2]).position - ((Point)points[points.Count - 3]).position;
                        Vector3 l2 = ((Point)points[points.Count - 1]).position - ((Point)points[points.Count - 2]).position;
                        if (Vector3.Angle(l1, l2) > maxAngle || theDistance > maxVertexDistance)
                        {
                            make = true;
                        }
                    }

                    if (make)
                    {
                        Point p = new Point();
                        p.position    = transform.position;
                        p.timeCreated = GetTime();
                        points.Add(p);
                        lastPosition = transform.position;
                    }
                    else
                    {
                        ((Point)points[points.Count - 1]).position    = transform.position;
                        ((Point)points[points.Count - 1]).timeCreated = GetTime();
                    }
                }
                else if (points.Count > 0)
                {
                    ((Point)points[points.Count - 1]).position    = transform.position;
                    ((Point)points[points.Count - 1]).timeCreated = GetTime();
                }
            }

            if (!emit && lastFrameEmit && points.Count > 0)
            {
                ((Point)points[points.Count - 1]).lineBreak = true;
            }
            lastFrameEmit = emit;

            // approximate if we should rebuild the mesh or not
            if (points.Count > 1)
            {
                Vector3 cur1 = v_camera.WorldToScreenPoint(((Point)points[0]).position);
                lastCameraPosition1.z = 0;
                Vector3 cur2 = v_camera.WorldToScreenPoint(((Point)points[points.Count - 1]).position);
                lastCameraPosition2.z = 0;

                float distance = (lastCameraPosition1 - cur1).magnitude;
                distance += (lastCameraPosition2 - cur2).magnitude;

                if (distance > movePixelsForRebuild || GetTime() - lastRebuildTime > maxRebuildTime)
                {
                    re = true;
                    lastCameraPosition1 = cur1;
                    lastCameraPosition2 = cur2;
                }
            }
            else
            {
                re = true;
            }

            if (re)
            {
                lastRebuildTime = GetTime();

                int       i         = 0;
                ArrayList v_newList = new ArrayList();
                foreach (Point p in points)
                {
                    // cull old points first
                    if (GetTime() - p.timeCreated <= lifeTime)
                    {
                        v_newList.Add(p);
                    }
                    i++;
                }

                points.Clear();
                points = v_newList;

                if (points.Count > 1)
                {
                    Vector3[] newVertices  = new Vector3[points.Count * 2];
                    Vector2[] newUV        = new Vector2[points.Count * 2];
                    int[]     newTriangles = new int[(points.Count - 1) * 6];
                    Color[]   newColors    = new Color[points.Count * 2];

                    i = 0;
                    float curDistance = 0.00f;

                    foreach (Point p in points)
                    {
                        float time = (GetTime() - p.timeCreated) / lifeTime;

                        Color color = Color.Lerp(Color.white, Color.clear, time);
                        if (colors != null && colors.Length > 0)
                        {
                            float colorTime = time * (colors.Length - 1);
                            float min       = Mathf.Floor(colorTime);
                            float max       = Mathf.Clamp(Mathf.Ceil(colorTime), 1, colors.Length - 1);
                            float lerp      = Mathf.InverseLerp(min, max, colorTime);
                            if (min >= colors.Length)
                            {
                                min = colors.Length - 1;
                            }
                            if (min < 0)
                            {
                                min = 0;
                            }
                            if (max >= colors.Length)
                            {
                                max = colors.Length - 1;
                            }
                            if (max < 0)
                            {
                                max = 0;
                            }
                            if (colors.Length > min && min >= 0 && colors.Length > max && max >= 0)
                            {
                                color = Color.Lerp(colors[(int)min], colors[(int)max], lerp);
                            }
                        }

                        float size = 1f;
                        if (sizes != null && sizes.Length > 0)
                        {
                            float sizeTime = time * (sizes.Length - 1);
                            float min      = Mathf.Floor(sizeTime);
                            float max      = Mathf.Clamp(Mathf.Ceil(sizeTime), 1, sizes.Length - 1);
                            float lerp     = Mathf.InverseLerp(min, max, sizeTime);
                            if (min >= sizes.Length)
                            {
                                min = sizes.Length - 1;
                            }
                            if (min < 0)
                            {
                                min = 0;
                            }
                            if (max >= sizes.Length)
                            {
                                max = sizes.Length - 1;
                            }
                            if (max < 0)
                            {
                                max = 0;
                            }
                            if (sizes.Length > min && min >= 0 && sizes.Length > max && max >= 0)
                            {
                                size = Mathf.Lerp(sizes[(int)min], sizes[(int)max], lerp);
                            }
                        }

                        Vector3 lineDirection = Vector3.zero;
                        if (i == 0)
                        {
                            lineDirection = p.position - ((Point)points[i + 1]).position;
                        }
                        else
                        {
                            lineDirection = ((Point)points[i - 1]).position - p.position;
                        }

                        Vector3 vectorToCamera = v_camera.transform.position - p.position;
                        Vector3 perpendicular  = Vector3.Cross(lineDirection, vectorToCamera).normalized;

                        newVertices[i * 2]       = p.position + (perpendicular * (size * 0.5f));
                        newVertices[(i * 2) + 1] = p.position + (-perpendicular * (size * 0.5f));

                        newColors[i * 2] = newColors[(i * 2) + 1] = color;

                        newUV[i * 2]       = new Vector2(curDistance * uvLengthScale, 0);
                        newUV[(i * 2) + 1] = new Vector2(curDistance * uvLengthScale, 1);

                        if (i > 0 && !((Point)points[i - 1]).lineBreak)
                        {
                            if (higherQualityUVs)
                            {
                                curDistance += (p.position - ((Point)points[i - 1]).position).magnitude;
                            }
                            else
                            {
                                curDistance += (p.position - ((Point)points[i - 1]).position).sqrMagnitude;
                            }

                            newTriangles[(i - 1) * 6]       = (i * 2) - 2;
                            newTriangles[((i - 1) * 6) + 1] = (i * 2) - 1;
                            newTriangles[((i - 1) * 6) + 2] = i * 2;

                            newTriangles[((i - 1) * 6) + 3] = (i * 2) + 1;
                            newTriangles[((i - 1) * 6) + 4] = i * 2;
                            newTriangles[((i - 1) * 6) + 5] = (i * 2) - 1;
                        }

                        i++;
                    }
                    if (o != null)
                    {
                        Mesh mesh = (o.GetComponent(typeof(MeshFilter)) as MeshFilter).mesh;
                        mesh.Clear();
                        mesh.vertices  = newVertices;
                        mesh.colors    = newColors;
                        mesh.uv        = newUV;
                        mesh.triangles = newTriangles;
                    }
                }
                else
                {
                    if (o != null)
                    {
                        Mesh mesh = (o.GetComponent(typeof(MeshFilter)) as MeshFilter).mesh;
                        mesh.Clear();
                    }
                }
            }
        }
Exemple #7
0
 public float GetSelfMass(bool p_includeChildrens = true, bool p_multiplyByGravityScale = true)
 {
     return(RopeInternalUtils.GetObjectMass(this.gameObject, p_includeChildrens, p_multiplyByGravityScale));
 }