private void updateTransition()
    {
        visibilityCurrent = Mathf.Clamp01(visibilityCurrent + Time.deltaTime / transitionTime);

        float t = visibilityCurrent;

        if (easeIn)
        {
            if (easeOut)
            {
                t = BenjasMath.easeInOut(t);
            }
            else
            {
                t = BenjasMath.easeIn(t);
            }
        }
        else if (easeOut)
        {
            t = BenjasMath.easeOut(t);
        }
        //t goes automaticly backwards when going out
        trafo.anchoredPosition3D = Vector3.Lerp(transitionVisisbiltyTarget.position, idle.position, t);
        trafo.localScale         = Vector3.Lerp(transitionVisisbiltyTarget.scale, idle.scale, t);
        setAlpa(Mathf.Lerp(transitionVisisbiltyTarget.alpha, idle.alpha, t));

        if (visibilityCurrent == visibilityTarget)
        {
            killTransition();
        }
    }
 // Update is called once per frame
 void Update()
 {
     if (Transforms.Length > 1)
     {
         if (BenjasMath.countdownToZero(ref timeToNext))
         {
             factor     = (float)animationTime * (1 + Mathf.Lerp(-aniTimeVariation, aniTimeVariation, Random.value));
             timeToNext = factor;
             origin     = target;
             target++;
         }
         if (target >= Transforms.Length)
         {
             target = 0;
         }
         float t;
         t = BenjasMath.easeInOut(1f - timeToNext / factor);
         transform.position = Vector3.Lerp(Transforms[origin].position, Transforms[target].position, t);
         t = BenjasMath.easeInOut(1f - rotationSpeedup * timeToNext / factor);
         transform.eulerAngles = BenjasMath.angularLerp(Transforms[origin].eulerAngles, Transforms[target].eulerAngles, t);
     }
     else
     {
         this.enabled = false;
     }
 }
Esempio n. 3
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    //BUG BUG BUG !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    //only update compass after level have been loaded, ner during load



    public void setCompass(float Angle)
    {
        Vector3 pos = compassStrip.anchoredPosition3D;

        latitudeCompass = BenjasMath.keepAngle0to360(Angle);
        xposCompass     = BenjasMath.map(latitudeCompass, 0, 360, xPosAtZero, xPosAt360, false);
        pos.x           = xposCompass;
        compassStrip.anchoredPosition3D = pos;
    }
Esempio n. 4
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 public void advanced()
 {
     Mathf.Clamp01(compensateYaw);
     Mathf.Clamp01(dampenYawCompensation);
     if (cam != null)
     {
         Vector3 eul = new Vector3();
         eul.x = Mathf.Lerp(eul.x, -compensateYaw * BenjasMath.keepAngleBetween(transform.localEulerAngles.x, -180, 180), dampenYawCompensation);
         cam.transform.localEulerAngles = eul;
     }
 }
Esempio n. 5
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    public void setBacon(float Angle)
    {
        Vector3 pos = baconOne.anchoredPosition3D;

        angleBacon = BenjasMath.keepAngleBetween(Angle, -180, 180);

        xposBacon = BenjasMath.map(angleBacon, -clampBaconAngleAt, clampBaconAngleAt, -clampBaconAt, clampBaconAt, true);
        //center around 0 degrees
        pos.x = xposBacon;
        baconOne.anchoredPosition3D = pos;
    }
    private Vector3 getHandAngle(float value, float min, float max, float minAngle, float maxAngle, float currentAngle)
    {
        float targetAngle = BenjasMath.map(value, min, max, minAngle, maxAngle);

        if (instrumentMaxDegreesPerSec > 0)
        {
            targetAngle = Mathf.MoveTowardsAngle(currentAngle, targetAngle, instrumentMaxDegreesPerSec * Time.deltaTime);
        }

        return(new Vector3(0, 0, targetAngle));
    }
 // Update is called once per frame
 void Update()
 {
     if (testFog)
     {
         doFog();
     }
     if (isFogging)
     {
         if (BenjasMath.countdownToZero(ref fogTime))
         {
             isFogging = false;
         }
         setAlpha(20 * timeFunktion(fogTime / maxFogTime));
     }
 }
    public int distribute(int maxAppearances)
    {
        if (!this.spawnsSearched)
        {
            findSpawns();
        }
        maxCount = maxAppearances;


        Debug.Log(name + " generating random indices");
        BenjasMath.randomizeArray(spawns);
        for (int i = 0; i < spawns.Length; i++)
        {
            spawns[i].SetActive((i < maxAppearances));
        }
        return(maxAppearances);
    }
    public void updatespeedo()
    {
        if (glider != null)
        {
            sppedoSmoothing = Mathf.Clamp(sppedoSmoothing, 0, 0.999999f);
            if (ignoreVerticalSpeed)
            {
                speedoValue = Mathf.Lerp(glider.speedHorrizontal, speedoValue, sppedoSmoothing);
            }
            else
            {
                speedoValue = Mathf.Lerp(glider.speed, speedoValue, sppedoSmoothing);
            }
            speedoHand.localEulerAngles = getHandAngle(speedoValue, speedoMin, speedoMax, speedoMinAngle, speedoMaxAngle, speedoHand.localEulerAngles.z);
            speedDigits.text            = Mathf.FloorToInt(speedoValue).ToString() + " " + speedUnit;

            //adaptive smoothing depending on height
            altChangeSmoothingMinMax.x = Mathf.Clamp(altChangeSmoothingMinMax.x, 0, 0.999999f);
            altChangeSmoothingMinMax.y = Mathf.Clamp(altChangeSmoothingMinMax.y, 0, 0.999999f);
            altChangeSmoothing         = BenjasMath.map(altitudeValue
                                                        , altChangeSmoothingAltLimits.x, altChangeSmoothingAltLimits.y
                                                        , altChangeSmoothingMinMax.x, altChangeSmoothingMinMax.y);
            //apply values
            altitudeValue  = Mathf.Lerp(glider.altitude, altitudeValue, altChangeSmoothing);
            altChangeValue = Mathf.Lerp(glider.altChange, altChangeValue, altChangeSmoothing);
            altChangeHand.localEulerAngles = getHandAngle(altChangeValue, altChangeMin, altChangeMax, altChangeMinAngle, altChangeMaxAngle, altChangeHand.localEulerAngles.z);

            int    alt      = Mathf.FloorToInt(altitudeValue);
            string altsring = alt.ToString();
            altDigitsRed.text   = altsring;
            altDigitsBlack.text = altsring;
            if (alt < 10)
            {
                altsring = "0" + altsring;
            }
            if (alt < 100)
            {
                altsring = "0" + altsring;
            }
            //if (alt < 1000) altsring = "0" + altsring;
            altDigitsWhite.text = altsring;
            altDigitsUnit.text  = altUnit;
        }
    }
Esempio n. 10
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    private void updateMap(Vector3 coordinates)
    {
        positionMap   = mapPointer.anchoredPosition3D;
        positionWorld = coordinates;

        //Debug.Log("map" +positionMap.x);

        positionMap.x = BenjasMath.map(positionWorld.x,
                                       SWworld.x, NEworld.x,
                                       mapMinScaled.x, mapMaxScaled.x,
                                       clampMin.x, clampMax.x);
        //Debug.Log(positionMap.x);
        positionMap.y = BenjasMath.map(positionWorld.z,
                                       SWworld.z, NEworld.z,
                                       mapMinScaled.y, mapMaxScaled.y,
                                       clampMin.y, clampMax.y);

        mapPointer.anchoredPosition3D = positionMap;
    }
    void interceptRectangular(Transform vessel, float maxVelo, float maxAcc)
    {
        if (maxVelo != 0 && maxAcc != 0)
        {
            //calculate direction from this object into forward path of glider
            Vector3 direction = Vector3.Cross(vessel.forward, vessel.position - transform.position);
            direction = Vector3.Cross(direction, vessel.forward);

            //calculate point of rendevous (intersection of flightpaths)
            Vector3 rendevous = BenjasMath.ClosestPointToIntersect(vessel.position, vessel.forward, transform.position, direction);
            //has player passed the point of a 90° intercept course?
            Vector3 rendevousVessel = rendevous - vessel.position;
            bool    passed          = Vector3.Dot(rendevousVessel, vessel.forward) < 0;
            if (!passed)
            {
                Debug.DrawLine(transform.position, rendevous, debugColor);
                Debug.DrawLine(vessel.position, rendevous);

                // where do we need to fly
                direction = (rendevous - transform.position);

                // Timing
                // velocity player
                float velo = player.GetComponent <Rigidbody>().velocity.magnitude;
                // estimated Time of arrival of player
                float timeVessel = rendevousVessel.magnitude / Mathf.Max(velo, 0.000001f);
                // estimated Time of arrival of this
                float time = direction.magnitude / Mathf.Max(rigi.velocity.magnitude, 0.000001f);

                //use direction for acceleration
                direction = direction.normalized * maxAcc;
                //acc forward or backward
                direction *= (time > timeVessel)?1:-1;
                //softly restrict speed to 'maximumVelocity'
                direction *= (1 - rigi.velocity.magnitude / maxVelo);
                //apply acceleration
                rigi.AddForce(direction, ForceMode.Acceleration);
                speed = rigi.velocity.magnitude;
            }
        }
        //
    }
Esempio n. 12
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    void Update()
    {
        if (stopEveryFrame)
        {
            Debug.Break();
        }
        cheatkeys();

        if (state == STATE.PLAYING)
        {
            float normalizedGametime = BenjasMath.timer(ref gameTime, maxGameTime, pausing);
            updateHUD(normalizedGametime);
            if (normalizedGametime == 1)
            {
                onTimeout();
            }

            if (!pausing)
            {
                if (spawnByTime && BenjasMath.countdownToZero(ref timeToSpawn))
                {
                    // switch off spawning by time after first object and switch on spawning when hitting a collider
                    spawnByTime     = false;
                    spawnByCollider = true;
                    //spawn first object
                    onSpawn();
                }
                if (levelControl.isLastLevel())
                {
                    if (Vector3.Distance(glider.transform.position, levelControl.levelInfo().finish.transform.position) < distanceFinishNear)
                    {
                        onFinalFinishNear();
                    }
                }
            }
        }
        else if (state == STATE.ATSTART)
        {
            updateHUD();
        }
    }
Esempio n. 13
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    void doDocking()
    {
        float t = Mathf.Pow(Mathf.InverseLerp(dockingDuration, 0, dockingTime), 1);

//		float t2 = Mathf.Clamp01(Mathf.InverseLerp(dockingDuration,dockingDuration-1,dockingTime));



        //lerp the position
        transform.position = Vector3.Lerp(transform.position, nextDockingPoint.position, t);
        //lerp the rotation
        transform.eulerAngles = BenjasMath.angularLerp(transform.eulerAngles, nextDockingPoint.eulerAngles, t);
        // lerp the velocity
        //rigi.velocity = Vector3.Lerp(rigi.velocity ,  Vector3.zero,   t2);

        float dist        = Vector3.Distance(transform.position, nextDockingPoint.position);
        float angularDist = Vector3.Distance(transform.eulerAngles, nextDockingPoint.eulerAngles);

        //test if docking time is over or position is close enough (10mm and 1/10°)
        if (BenjasMath.countdownToZero(ref dockingTime) || (dist < 0.01 && angularDist < 0.1))
        {
            finishDocking();
        }
    }
 private bool runDelay()
 {
     return(BenjasMath.countdownToZero(ref delay));
 }