Esempio n. 1
0
    private void ComplexSlice(List <Vector2f> slice)
    {
        List <Slice2D> results = Slicer2D.ComplexSliceAll(slice, sliceLayer);

        if (addForce == true)
        {
            foreach (Slice2D id in results)
            {
                foreach (GameObject gameObject in id.gameObjects)
                {
                    Rigidbody2D rigidBody2D = gameObject.GetComponent <Rigidbody2D> ();
                    if (rigidBody2D)
                    {
                        List <Pair2f> list     = Pair2f.GetList(id.collisions);
                        float         forceVal = 1.0f / list.Count;
                        foreach (Pair2f p in list)
                        {
                            float   sliceRotation = -Vector2f.Atan2(p.B, p.A);
                            Vector2 force         = new Vector2(Mathf.Cos(sliceRotation) * addForceAmount, Mathf.Sin(sliceRotation) * addForceAmount);
                            rigidBody2D.AddForceAtPosition(forceVal * force, (p.A.Get() + p.B.Get()) / 2f);
                        }
                    }
                }
            }
        }
    }
Esempio n. 2
0
    private bool ComplexSlice(List <Vector2D> slice)
    {
        if (sliceJoints)
        {
            ComplexSliceJoints(slice);
        }

        List <Slice2D> results = Slicer2D.ComplexSliceAll(slice, sliceLayer);
        bool           result  = false;

        foreach (Slice2D id in results)
        {
            if (id.gameObjects.Count > 0)
            {
                result = true;
            }

            if (sliceResultEvent != null)
            {
                sliceResultEvent(id);
            }
        }

        if (addForce == true)
        {
            foreach (Slice2D id in results)
            {
                AddForce.ComplexSlice(id, addForceAmount);
            }
        }
        return(result);
    }
    bool ComplexSlice(List <Vector2D> slice)
    {
        if (sliceJoints)
        {
            Slicer2DJoints.ComplexSliceJoints(slice);
        }

        List <Slice2D> results = Slicer2D.ComplexSliceAll(slice, sliceLayer);
        bool           result  = false;

        foreach (Slice2D id in results)
        {
            if (id.GetGameObjects().Count > 0)
            {
                result = true;
            }

            eventHandler.Perform(id);
        }

        if (addForce == true)
        {
            foreach (Slice2D id in results)
            {
                Slicer2DAddForce.ComplexSlice(id, addForceAmount);
            }
        }
        return(result);
    }
Esempio n. 4
0
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            float     timer = Time.realtimeSinceStartup;
            Polygon2D poly  = Polygon2D.CreateFromCollider(gameObject).ToWorldSpace(transform);

            Slicer2D.ComplexSliceAll(poly.pointsList, Slice2DLayer.Create());

            Destroy(gameObject);

            Slicer2D.Debug.Log(name + " in " + (Time.realtimeSinceStartup - timer) * 1000 + "ms");
        }
    }
    private void ComplexSlice(List <Vector2D> slice)
    {
        List <Slice2D> results = Slicer2D.ComplexSliceAll(slice, null);

        if (addForce == false)
        {
            return;
        }

        foreach (Slice2D id in results)
        {
            Slicer2DAddForce.ComplexSlice(id, addForceAmount);
        }
    }
Esempio n. 6
0
    private bool ComplexSlice(List <Vector2D> slice)
    {
        if (sliceJoints)
        {
            ComplexSliceJoints(slice);
        }

        List <Slice2D> results = Slicer2D.ComplexSliceAll(slice, sliceLayer);
        bool           result  = false;

        foreach (Slice2D id in results)
        {
            if (id.gameObjects.Count > 0)
            {
                result = true;
            }
        }

        if (addForce == true)
        {
            foreach (Slice2D id in results)
            {
                foreach (GameObject gameObject in id.gameObjects)
                {
                    Rigidbody2D rigidBody2D = gameObject.GetComponent <Rigidbody2D> ();
                    if (rigidBody2D)
                    {
                        List <Pair2D> list     = Pair2D.GetList(id.collisions);
                        float         forceVal = 1.0f / list.Count;
                        foreach (Pair2D p in list)
                        {
                            float   sliceRotation = -Vector2D.Atan2(p.B, p.A);
                            Vector2 force         = new Vector2(Mathf.Cos(sliceRotation) * addForceAmount, Mathf.Sin(sliceRotation) * addForceAmount);
                            Physics2DHelper.AddForceAtPosition(rigidBody2D, forceVal * force, (p.A.vector + p.B.vector) / 2f);
                        }
                    }
                }
                if (sliceResultEvent != null)
                {
                    sliceResultEvent(id);
                }
            }
        }
        return(result);
    }
Esempio n. 7
0
    private void ComplexSlice(List <Vector2D> slice)
    {
        List <Slice2D> results = Slicer2D.ComplexSliceAll(slice, null);

        if (addForce == true)
        {
            foreach (Slice2D id in results)
            {
                foreach (GameObject gameObject in id.gameObjects)
                {
                    Rigidbody2D rigidBody2D = gameObject.GetComponent <Rigidbody2D> ();
                    if (rigidBody2D)
                    {
                        foreach (Pair2D p in Pair2D.GetList(id.collisions))
                        {
                            float sliceRotation = Vector2D.Atan2(p.B, p.A);
                            Physics2DHelper.AddForceAtPosition(rigidBody2D, new Vector2(Mathf.Cos(sliceRotation) * addForceAmount, Mathf.Sin(sliceRotation) * addForceAmount), (p.A.vector + p.B.vector) / 2f);
                        }
                    }
                }
            }
        }
    }