Esempio n. 1
0
    private void Update()
    {
        Vector3 mousePos = cam.ScreenToWorldPoint(Input.mousePosition);

        mousePos.z         = 0f;
        transform.rotation = Quaternion.Euler(Vector3.forward * CustomLib.AngleFromPos(transform.position, mousePos));
        float dist = Vector2.Distance(transform.position, mousePos);

        if (dist <= 2f)
        {
            dist = 0f;
        }
        else if (dist >= 10)
        {
            dist = Const.MaxAngle;
        }
        else
        {
            dist = Const.Dist2AngleA * dist + Const.Dist2AngleB;
        }
        coeff = 2 * Mathf.PI / (2 * Mathf.PI - dist); // 1-8
        angle = 360f - (dist * Mathf.Rad2Deg);
        if (musicEffect != null)
        {
            musicEffect.UpdateShape(angle);
        }
        ApplyMusic(angle);
    }
Esempio n. 2
0
 public void ApplyMusic(float angle)
 {
     currentDebuff = new Ablaze(force * Time.deltaTime * coeff);
     foreach (GameObject coreling in fieldOfView.seenCorelings)
     {
         Demon demon = coreling.GetComponent <Demon>();
         if (demon != null)
         {
             float angleFromMus = CustomLib.AngleFromPos(transform.position, demon.transform.position) - transform.rotation.eulerAngles.z;
             if (angleFromMus <= angle / 2f && angleFromMus >= -angle / 2f)
             {
                 demon.AddDebuff(currentDebuff);
             }
         }
     }
 }
Esempio n. 3
0
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (!(collision.collider.CompareTag(gameObject.tag))) // human collides with demon
        {
            return;
        }

        Unit unit = collision.collider.GetComponent <Unit>();

        if (unit == null) // Error
        {
            Debug.LogError("An object tagged as " + collision.collider.tag + " misses the unit script : " + collision.collider.name);
            return;
        }
        if (unit.aiPathfinder == null) // Error
        {
            Debug.LogError("A unit misses the AIPathfinder component : " + collision.collider.name);
            return;
        }

        float targetDir = CustomLib.AngleFromPos(Vector2.zero, unit.aiPathfinder.direction);
        float sourceDir = CustomLib.AngleFromPos(Vector2.zero, aiPathfinder.direction);

        // Get angles from directions and positions
        float angleTarget;
        float angleSource;

        if (unit.aiPathfinder.direction.Equals(Vector2.zero))
        {
            angleTarget = 0f;
        }
        else
        {
            angleTarget = CustomLib.AngleFromPos(unit.rb.position, rb.position) - targetDir;
            if (angleTarget <= -180) // Transform angles from 0;360 to -180;180
            {
                angleTarget += 360;
            }
            else if (angleTarget > 180)
            {
                angleTarget -= 360;
            }
        }

        if (aiPathfinder.direction.Equals(Vector2.zero))
        {
            angleSource = 0f;
        }
        else
        {
            angleSource = CustomLib.AngleFromPos(rb.position, unit.rb.position) - sourceDir;
            if (angleSource <= -180)
            {
                angleSource += 360;
            }
            else if (angleSource > 180)
            {
                angleSource -= 360;
            }
        }

        if (Mathf.Abs(angleTarget) > Mathf.Abs(angleSource)) // The unit with the larger angle deal with the collision. The other awaits orders
        {
            return;
        }

        float angleIntensity = Mathf.Abs(angleSource);
        float dir            = angleSource / angleIntensity; // 1 if left ; -1 if right
        float newDir         = sourceDir - dir * (90f - angleIntensity);

        GetAway(Mathf.Deg2Rad * newDir);               // source
        unit.GetAway(Mathf.Deg2Rad * (newDir + 180f)); // target
    }