Esempio n. 1
0
        private void ApplyMagnetAttractions(MagnetState state, float deltaSeconds)
        {
            if (state != MagnetState.None)
            {
                for (int i = 0; i < _magnetTrackingZone.ObjectsInArea.Count; i++)
                {
                    GameObject go = _magnetTrackingZone.ObjectsInArea[i];
                    Vector3    positionDifference        = Transform.Position - go.Transform.Position;
                    float      distanceAttenuationFactor = (float)Math.Pow(1 - (positionDifference.Length() / Radius), 2.0);
                    distanceAttenuationFactor = Math.Max(0, distanceAttenuationFactor);
                    Magnet  magnet   = go.GetComponent <Magnet>();
                    Vector3 forceDir = Vector3.Normalize(positionDifference);
                    if (magnet.State != state)
                    {
                        forceDir *= -1f;
                    }

                    float   totalStrength = MagnetStrength + magnet.Strength;
                    Vector3 frameImpulse  = forceDir * totalStrength * distanceAttenuationFactor * deltaSeconds;
                    magnet.SetCurrentImpulse(frameImpulse);

                    _ballCollider.Entity.LinearMomentum += frameImpulse;
                    Collider otherCollider = go.GetComponent <Collider>();
                    otherCollider.Entity.LinearMomentum += -frameImpulse;
                }
            }
        }
Esempio n. 2
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    private new void Start()
    {
        base.Start();

        state = MagnetState.SHOOT;

        if (speed == 0)
        {
            speed = 10.0f;
        }
        if (returnSpeed == 0)
        {
            returnSpeed = speed * 2.0f;
        }

        body = GetComponent <Rigidbody>();
        if (body != null)
        {
            body.velocity = transform.forward * speed;
        }
        else
        {
            Debug.Log("Body for magnet missile not created");
        }
    }
Esempio n. 3
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 private void SetParticleState(MagnetState state)
 {
     if (_magnetParticles != null)
     {
         _magnetParticles.ColorTint = state == MagnetState.Red ? RgbaFloat.Red : state == MagnetState.Blue ? RgbaFloat.Blue : RgbaFloat.LightGrey;
     }
 }
        //_/_/_/_/_/_/_/_/_/_/_/_/_/_/
        //      CoreCube API < recv >
        //_/_/_/_/_/_/_/_/_/_/_/_/_/_/

        protected override void Recv_sensor(byte[] data)
        {
            base.Recv_sensor(data);
            int type = data[0];

            // Motion Sensor https://toio.github.io/toio-spec/docs/2.2.0/ble_sensor
            if (1 == type)
            {
                var _shakeLevel = data[5];

                if (_shakeLevel != this.shakeLevel)
                {
                    this.shakeLevel = _shakeLevel;
                    this.shakeCallback.Notify(this);
                }
            }
            // Magnetic Sensor https://toio.github.io/toio-spec/docs/2.2.0/ble_magnetic_sensor
            else if (2 == type)
            {
                var _magnetState = (MagnetState)data[1];
                if (this.magneticSensorRequest != null)
                {
                    this.magneticSensorRequest.hasReceivedData = true;
                }

                this._magnetState = _magnetState;
                if (this.magneticMode == MagneticMode.MagnetState)
                {
                    this.magnetStateCallback.Notify(this);
                }
            }
        }
Esempio n. 5
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    protected override void OnTriggerEnter(Collider other)
    {
        if (state == MagnetState.RETURN)
        {
            return;
        }

        switch (other.gameObject.layer)
        {
        case GameLayer.Units:
        {
            Unit targetUnit = other.GetComponent <Unit>();
            if (targetUnit != null && owner != targetUnit)
            {
                float distance = (owner.transform.position - targetUnit.transform.position).magnitude;
                if (distance <= repellDistance)
                {
                    targetUnit.body.velocity += owner.view_direction * repellPower;
                }
                else
                {
                    targetUnit.body.velocity += -owner.view_direction * attractPower;
                }

                GameObject.Destroy(this.gameObject);
                Debug.Log("Missile deleted by collision");
                return;
            }
            break;
        }

        case GameLayer.Items:
        {
            Item targetItem = other.GetComponent <Item>();
            if (targetItem != null && targetItem.magnetic)
            {
                state     = MagnetState.RETURN;
                carryItem = targetItem;
                carryItem.transform.SetParent(transform);
                carryItem.transform.localPosition = Vector3.zero;
                if (carryItem.body)
                {
                    carryItem.body.detectCollisions = false;
                    carryItem.body.useGravity       = false;
                    carryItem.body.constraints      = RigidbodyConstraints.FreezeAll;
                }
                return;
            }
            break;
        }
        }
    }
 private void ReportUp()
 {
     if (currentMagnetState == MagnetState.Down)
     {
         currentMagnetState = MagnetState.Up;
         OnUp(this);
         if (vibrateOnUp)
         {
             Handheld.Vibrate();
         }
         CheckForClick();
     }
 }
 private void ReportDown()
 {
     if (currentMagnetState == MagnetState.Up)
     {
         currentMagnetState = MagnetState.Down;
         OnDown(this);
         if (vibrateOnDown)
         {
             Handheld.Vibrate();
         }
         clickStartTime = Time.time;
     }
 }
Esempio n. 8
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        public override void Update(float deltaSeconds)
        {
            MagnetState newState = MagnetState.None;

            if (_input.GetMouseButton(Veldrid.Platform.MouseButton.Left))
            {
                newState = MagnetState.Red;
            }
            else if (_input.GetMouseButton(Veldrid.Platform.MouseButton.Right))
            {
                newState = MagnetState.Blue;
            }

            SetParticleState(newState);

            ApplyMagnetAttractions(newState, deltaSeconds);
        }
 private void ReportUp()
 {
     if (currentMagnetState == MagnetState.Down) {
       currentMagnetState = MagnetState.Up;
       OnUp(this);
     #if UNITY_ANDROID && !UNITY_EDITOR
       if (vibrateOnUp) Handheld.Vibrate();
     #endif
       CheckForClick();
     }
 }
Esempio n. 10
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 private void ReportDown()
 {
     if (currentMagnetState == MagnetState.Up) {
       currentMagnetState = MagnetState.Down;
       OnDown(this);
     #if UNITY_ANDROID && !UNITY_EDITOR
       if (vibrateOnDown) Handheld.Vibrate();
     #endif
       clickStartTime = Time.time;
     }
 }
Esempio n. 11
0
    GameObject lasthit = null; //last magnetizable object
    void FixedUpdate()
    {
        // Moving the arm.
        mousePos = Camera.main.ScreenToWorldPoint(
            new Vector3(Input.mousePosition.x, Input.mousePosition.y, transform.position.z)
            );
        relPos = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
        relPos.Normalize();

        rot_z = Mathf.Atan2(relPos.y, relPos.x) * Mathf.Rad2Deg;
        transform.rotation = Quaternion.Euler(0f, 0f, rot_z + 90);

        // Magnetism! Magic!
        if (!Input.GetMouseButton(0))
        {
            magnetState = MagnetState.Off;
        }

        switch (magnetState)
        {
        // TODO: Switch the threshold logic to just adding a FixedJoint between gun and box on collision
        case MagnetState.On:
            hit = Physics2D.CircleCast(tip.position, 1, relPos, magnetStrength, magneticLayer);
            if (hit && hit.rigidbody.gameObject.GetComponent <BlockController>().blockProperty != BlockController.BlockProperty.Stuck)
            {
                //magnetState = MagnetState.Pulling;
                if (hit.distance > threshold)
                {
                    // Pull!
                    // TODO: Add pulling particles?
                    hit.rigidbody.velocity     = -relPos * magnetSpeed; // magnetStrength;
                    hit.rigidbody.gravityScale = 0;                     // Gravity removal, so it keeps getting pulled. Physics be damned.
                }
                else
                {
                    // Sticky sticky!
                    attached    = hit.rigidbody.gameObject;
                    magnetState = MagnetState.Attached;
                }
            }

            break;

        //case MagnetState.Pulling:
        //break;
        case MagnetState.Attached:
            //hit.rigidbody.velocity = Vector2.zero;
            // TODO: Add attached particles to box?
            attached.transform.parent = transform.parent.transform;     // ...just transform?
            attached.GetComponent <Rigidbody2D>().gravityScale = 0f;    // block have stay float -by feihei
            //attached.transform.position = tip.position;

            //part of Snap code -by feihei
            attached.layer = LayerMask.NameToLayer("GrabbedBox");     //there's a lot of prlblem when player able to collide box when it's attached so I make it so it won't - by feihei
            attached.GetComponent <blockSnap>().snapGrid = null;
            if (attached.GetComponent <blockSnap>() && snapWhenMagnet)
            {
                attached.transform.position = new Vector2(attached.transform.position.x, tip.position.y);
                attached.GetComponent <blockSnap>().manualSnap(tip.position, attached);
            }
            else
            {
                attached.transform.position = tip.position;
            }
            break;

        case MagnetState.Off:
            if (Input.GetMouseButton(0))
            {
                magnetState = MagnetState.On;
            }
            if (attached)
            {
                attached.layer            = attached.GetComponent <BlockController>().orgLayer;
                attached.transform.parent = null;
                attached.GetComponent <Rigidbody2D>().gravityScale = attached.GetComponent <BlockController>().orgGravity;   // reset gravity. Hard coding is smart, yes? :(
            }
            break;
        }
    }
Esempio n. 12
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 void Start()
 {
     sr          = GetComponent <SpriteRenderer>();
     magnetState = MagnetState.Off;
 }