public static void Render(Vector3 startPoint, Vector3 endPoint, float time, Color color)
        {
            Vector3 initialVelocity  = TrajectoryMath.CalculateVelocity(startPoint, endPoint, time);
            float   deltaTime        = time / initialVelocity.magnitude;
            int     drawSteps        = (int)(initialVelocity.magnitude - 0.5f);
            Vector3 currentPosition  = startPoint;
            Vector3 previousPosition = currentPosition;

            Gizmos.color = color;

            if (IsParabolicVelocity(initialVelocity))
            {
                for (int i = 0; i < drawSteps; i++)
                {
                    currentPosition += (initialVelocity * deltaTime) + (0.5f * Physics.gravity * deltaTime * deltaTime);
                    initialVelocity += Physics.gravity * deltaTime;
                    Gizmos.DrawLine(previousPosition, currentPosition);

                    //////////////////////////////////////////////////////////////////////////////////
                    // If the next loop is the last iteration, then don't update the previous position
                    // vector so it can be used to draw the gizmos arrow.
                    if ((i + 1) < drawSteps)
                    {
                        previousPosition = currentPosition;
                    }
                }
                DrawArrow(previousPosition, (currentPosition - previousPosition));
            }
            else
            {
                Vector3 newUpDirection = new Vector3(currentPosition.x, endPoint.y, currentPosition.z);
                Gizmos.DrawLine(currentPosition, newUpDirection);
                DrawArrow(newUpDirection, new Vector3(0f, 0.01f, 0f));
            }
        }
Exemple #2
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 private void HandleTrigger(GameObject gameObject, Bounds bounds)
 {
     if (PropulsionPadActive())
     {
         Vector3 veloctiy = TrajectoryMath.CalculateVelocity(bounds.center, target.position, reachTime);
         PropelObject(gameObject, veloctiy);
     }
 }