Esempio n. 1
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 public Quaternion GetEndRotation()
 {
     //return Quaternion.AngleAxis(180, otherEndFibreOpticController.transform.up) * otherEndFibreOpticController.transform.rotation;
     return(GlobalGravityControl.GetRotationToDir(otherEndFibreOpticController.GetDirection()));
 }
Esempio n. 2
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    /*
     * Handles transition logic for fibreoptic warps.
     *
     * Transitions to the start of the fibre, then along it
     */
    IEnumerator FibreTransitionCamera()
    {
        float fibreOpticDuration = fibreOpticController.GetDuration();

        float totalDuration = duration + fibreOpticDuration;
        bool  transitionFov = totalDuration > 0.5f;

        float t = 0.0f;

        while (t < 1.0f)
        {
            t += Time.deltaTime * (Time.timeScale / duration);
            t  = Mathf.Clamp01(t);

            float lerpPercent = t * t * t; // modify t value to allow non-linear transitions

            // lerp position and rotation
            transform.position = Vector3.Lerp(startPos, fibreOpticController.GetPosition(), lerpPercent);
            transform.rotation = Quaternion.Lerp(startRot, fibreOpticController.GetStartRotation(), lerpPercent);

            // Warp camera effects
            float totalT = (t * duration) / totalDuration;
            WarpCameraEffects(totalT, transitionFov);

            yield return(0);
        }

        // Fibre optic warp transition here
        float t2 = 0f;

        while (t2 < 1f)
        {
            t2 += Time.deltaTime * (Time.timeScale / fibreOpticDuration);
            t2  = Mathf.Clamp01(t2);

            transform.position = fibreOpticController.GetBezierPosition(t2);

            Vector3    tangent     = fibreOpticController.GetBezierTangent(t2);
            Quaternion newRotation = GlobalGravityControl.GetRotationToDir(tangent);

            // rotate camera to face bezier tangent and lean slightly depending on angle of turn
            // Lots of calculations. may be a bit much for such a subtle effect :P
            float tAlt = Mathf.Abs((2f * t2) - 1f);
            tAlt = 1f - (tAlt * tAlt);
            Vector3 flattened = Vector3.ProjectOnPlane(tangent, transform.up).normalized;
            float   angle     = Vector3.Angle(transform.forward, flattened) * 10f * tAlt;
            float   dot       = Vector3.Dot(tangent, transform.right);

            Quaternion lean = Quaternion.AngleAxis((dot < 0) ? angle : -angle, tangent);
            newRotation = Quaternion.RotateTowards(newRotation, lean * newRotation, 10f);

            transform.rotation = newRotation;

            // Warp camera effects
            float totalT = (duration + (t2 * fibreOpticDuration)) / totalDuration;
            WarpCameraEffects(totalT, transitionFov);

            yield return(0);
        }

        Info <Vector3, Vector3, bool, FibreOpticController> info = new Info <Vector3, Vector3, bool, FibreOpticController>(knifeController.GetWarpPosition(),
                                                                                                                           knifeController.transform.up,
                                                                                                                           knifeController.AutoWarp(), fibreOpticController);

        this.PostNotification(WarpEndNotification, info);

        //Destroy(gameObject);
        Disable();
    }
Esempio n. 3
0
 // Get rotations for aligning transition camera
 public Quaternion GetStartRotation()
 {
     return(GlobalGravityControl.GetRotationToDir(-GetDirection()));
 }