Exemple #1
0
        // ======================================
        // * CONE LINE OF SIGHT PUBLIC FUNCTION *
        // ======================================

        /// <summary>
        /// Try to hit nearby object in a cone in front of character. Need LOS.
        /// </summary>
        /// <param name="charTrans">Transform information of the character making the hit.</param>
        /// <param name="obj">Object of the hit attempt.</param>
        /// <param name="angle">Angle of cone.</param>
        /// <param name="distance">The maximum reach of the hit attempt.</param>
        /// <returns>True if object is hit, else false.</returns>
        static public bool coneLOS(UGen.PseudoTransform charTrans, Collider obj, float angle, float distance)
        {
            RaycastHit hit;
            Vector3    centerPoint;
            Vector3    rayDirection;

            // get the closest point of the object to the character
            centerPoint = UGen.getCenter(obj.gameObject);

            // direction toward object
            rayDirection = centerPoint - charTrans.position;

            // check if object falls within the cone's direction
            if (Vector3.Angle(rayDirection, charTrans.forward) <= angle)
            {
                Debug.DrawLine(charTrans.position, centerPoint, Color.red, 5.0f, true);
                // detect if object is within distance and LOS
                if (Physics.Raycast(charTrans.position, rayDirection, out hit, distance, Int32.MaxValue - (int)UGen.eLayerMask.PLAYER))
                {
                    // if it hit the object you were looking for
                    if (hit.collider.GetInstanceID() == obj.GetInstanceID())
                    {
                        return(true);
                    }
                }
            }

            // object was not hit
            return(false);
        }
Exemple #2
0
        // ================================
        // * ACT ON LAYER PUBLIC FUNCTION *
        // ================================

        /// <summary>
        /// Interact with nearby object of given type (layer).
        /// </summary>
        /// <param name="rayFunc">The method for attempting a hit.</param>
        /// <param name="character">The character attempting the interaction.</param>
        /// <param name="layerMask">Bit mask of layers to attempt interaction with.</param>
        /// <param name="angle">Angle of cone.</param>
        /// <param name="distance">The maximum reach of the hit attempt.</param>
        /// <param name="calcScore">The function to calculate target likelihood.</param>
        /// <returns>Object interacted with, or null if none.</returns>
        static public GameObject actOnLayer(RayFunc rayFunc, GameObject character, int layerMask, float angle, float distance, ScoreFunc calcScore)
        {
            GameObject ret = null;          // game object returned by function
            float      bestScore;           // score for best candidate for target
            float      currScore;           // score for current object

            UGen.PseudoTransform charTrans; // character transform, whose position has been moved to the collider's center

            // set charTrans to character's transform information, but move position to center of character
            charTrans          = UGen.setPseudo(character.transform);
            charTrans.position = UGen.getCenter(character);

            // Get list of nearby objects in desired layers
            Collider[] objects = Physics.OverlapSphere(charTrans.position, distance, layerMask);

            // get the likeliest target object
            bestScore = float.MinValue;                       // initialize bestScore
            foreach (Collider obj in objects)                 // check each nearby object
            {
                if (rayFunc(charTrans, obj, angle, distance)) // if object was hit, check its target score
                {
                    currScore = calcScore(charTrans, obj);
                    if (currScore >= bestScore)                       // if it's likelier to be the target, set it as the target
                    {
                        bestScore = currScore;
                        ret       = obj.gameObject;
                    }
                }
            }

            return(ret);
        }
Exemple #3
0
        /// <summary>
        /// Try to hit nearby object in a wedge in front of character. Need LOS.
        /// </summary>
        /// <param name="charTrans">Transform information of the character making the hit.</param>
        /// <param name="obj">Object of the hit attempt.</param>
        /// <param name="angle">Angle of wedge.</param>
        /// <param name="distance">The maximum reach of the hit attempt.</param>
        /// <returns>True if object is hit, else false.</returns>
        static bool wedgeLOS(Transform charTrans, Collider obj, float angle, float distance)
        {
            UGen.PseudoTransform ct;

            ct = UGen.setPseudo(charTrans);

            return(wedgeLOS(ct, obj, angle, distance));
        }
Exemple #4
0
        // =======================================
        // * WEDGE LINE OF SIGHT PUBLIC FUNCTION *
        // =======================================

        /// <summary>
        /// Try to hit nearby object in a wedge in front of character. Need LOS.
        /// </summary>
        /// <param name="charTrans">Transform information of the character making the hit.</param>
        /// <param name="obj">Object of the hit attempt.</param>
        /// <param name="angle">Angle of wedge.</param>
        /// <param name="distance">The maximum reach of the hit attempt.</param>
        /// <returns>True if object is hit, else false.</returns>
        static public bool wedgeLOS(UGen.PseudoTransform charTrans, Collider obj, float angle, float distance)
        {
            RaycastHit hit;
            Vector3    centerPoint;
            Vector3    rayDirection;
            Vector2    rayXZ;     // X and Z components of rayDirection
            Vector2    forwardXZ; // X and Z components of charTrans.forward
            Vector2    rayY;      // Y component of rayDirection
            Vector2    forwardY;  // Y component of forward

            // get the closest point of the object to the character
            centerPoint = UGen.getCenter(obj.gameObject);

            // direction toward object
            rayDirection = centerPoint - charTrans.position;

            // get Vector2 equivalents to rayDirection and charTrans.forward
            rayXZ.x     = rayDirection.x;
            rayXZ.y     = rayDirection.z;
            forwardXZ.x = charTrans.forward.x;
            forwardXZ.y = charTrans.forward.z;
            rayY.x      = rayDirection.y;
            rayY.y      = 0.0f;
            forwardY.x  = charTrans.forward.y;
            forwardY.y  = 0.0f;

            // check to make sure object is not completely above or below character's collider
            if (!(UGen.getTop(obj.gameObject).y < UGen.getBottom(charTrans.gameObject).y || UGen.getBottom(obj.gameObject).y > UGen.getTop(charTrans.gameObject).y))
            {
                // check if object falls within the cone's direction
                if (Vector2.Angle(rayXZ, forwardXZ) <= angle && Vector2.Angle(rayY, forwardY) <= 90.0f)
                {
                    Debug.DrawLine(charTrans.position, centerPoint, Color.red, 5.0f, true);
                    // detect if object is within distance and LOS
                    if (Physics.Raycast(charTrans.position, rayDirection, out hit, distance, Int32.MaxValue - (int)UGen.eLayerMask.PLAYER))
                    {
                        // if it hit the object you were looking for
                        if (hit.collider.GetInstanceID() == obj.GetInstanceID())
                        {
                            return(true);
                        }
                    }
                }
            }

            // object was not hit
            return(false);
        }