Esempio n. 1
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    /// <summary>
    /// Will order the _eval by weight from two. So when checking for intersection will start with the
    /// one tht has less wight from _two
    /// </summary>
    private bool OrderEvalByWeight()
    {
        var canI = CanPrepareLoop("OrderEvalByWeight");

        if (!canI)
        {
            return(false);
        }                           //means tht another llop is running now
        var i = loopCount;

        if (loopCount < _eval.Count)
        {
            //_eval[i].CalculateWeight(_curr.Position, U2D.FromV3ToV2(_two.Position), _curr.Id);
            //_eval[i].CalculateWeight(U2D.FromV3ToV2(_curr.Position));

            var finOrC = ReturnCorFinal();
            _eval[i].CalculateWeight(finOrC, _two.Position, U2D.FromV2ToV3(_curr.Position));

            loopCount++;
            return(true);//will cut Recursive Path intentionally, bz i need to finish this loop
        }
        else
        {
            _eval = _eval.OrderBy(a => a.CalcWeight).ToList();
            ResetLoop();

            return(false);//so let Recursive Keeps it course
        }
    }
Esempio n. 2
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    void DebugBlackThrow()
    {
#if UNITY_EDITOR
        if (!wasThrow)
        {
            if (!debugMarkedOnLand)
            {
                debugMarkedOnLand = true;

                //curr pos is yellow
                Crystal.DebugCrystal.AddGameObjInPosition(U2D.FromV2ToV3(_curr.Position), Root.yellowSphereHelp);

                //eval are blue
                //UVisHelp.CreateHelpers(_eval, Root.blueCube);

                //UVisHelp.CreateText(U2D.FromV2ToV3(_curr.Position), _curr.CalcWeight + "");

                for (int i = 0; i < _debugLines.Count; i++)
                {
                    _debugLines[i].DebugRender(Color.yellow, 100);
                }
            }

            wasThrow = true;
            //Program.gameScene.GameSpeed = 0;
            //throw new Exception("Debug to find why is going to blacklist");
        }
#endif
    }
Esempio n. 3
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    /// <summary>
    /// Will try to reach RectC or Final and will set explorer object that will tell if are
    /// Buidings in the middle or not
    /// </summary>
    /// <returns></returns>
    private bool ExploreToFin()
    {
        var stepFinalPos = ReturnCorFinal();

        //        //Debug.Log("Exploring");
        canIExplore = false;
        Line line = new Line(U2D.FromV2ToV3(_curr.Position), stepFinalPos, durationOfLines);

        _debugLines.Add(line);

        var interCount = IntersectCount(line);

        if (interCount == 0)
        {
            //            //Debug.Log("Exploring went good ");
            _curr = new Crystal(stepFinalPos, H.None, "", setIdAndName: false);
            loop  = true;
            //canIExplore = true;//needs to be able to keep exploring
            ResetExplorer();

            ResetLoop();
            ClearPrevLoop();

            return(true);
        }
        return(false);
    }
Esempio n. 4
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    internal static List <General> CreateHelpers(List <Crystal> _eval, string root)
    {
        List <General> res = new List <General>();

        for (int i = 0; i < _eval.Count; i++)
        {
            res.Add(General.Create(root, U2D.FromV2ToV3(_eval[i].Position)));
        }
        return(res);
    }
Esempio n. 5
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 void InitSeaM(Vector2 compare)
 {
     _seaM.Clear();
     for (int i = 0; i < _seaPath.Count; i++)
     {
         var v3 = new Vector3(_seaPath[i].x, m.IniTerr.MathCenter.y, _seaPath[i].y);
         _seaM.Add(new VectorM((v3), U2D.FromV2ToV3(compare)));
     }
     _seaM = _seaM.OrderBy(a => a.Distance).ToList();
 }
Esempio n. 6
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    /// <summary>
    /// Will tell u if is just crossing a brdige this time
    /// </summary>
    /// <param name="_curr"></param>
    /// <param name="crystal"></param>
    /// <returns></returns>
    private bool IsGettingIntoBridge(Crystal currP, Crystal eval)
    {
        var samePos = UMath.nearEqualByDistance(U2D.FromV2ToV3(eval.Position), _two.Position, 0.1f);

        if (samePos)
        {
            return(true);
        }
        return(false);
    }
Esempio n. 7
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    /// <summary>
    /// Bz they needs to be moved a bit away from Buildign
    /// </summary>
    /// <returns></returns>
    private Crystal ReturnCrystalFurtherTo(Crystal crystal, Vector3 closerTo)
    {
        float moveBy = 0.1f;

        var moved = Vector3.MoveTowards(U2D.FromV2ToV3(crystal.Position), Current, moveBy);

        crystal.Position = U2D.FromV3ToV2(moved);

        return(crystal);
    }
Esempio n. 8
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 /// <summary>
 /// Will order _mountainM by distance from 'compare'
 /// </summary>
 /// <param name="compare"></param>
 private void InitMountainM(Vector2 compare)
 {
     _mountainM.Clear();
     for (int i = 0; i < _mountainPath.Count; i++)
     {
         var v3 = new Vector3(_mountainPath[i].x, m.IniTerr.MathCenter.y, _mountainPath[i].y);
         _mountainM.Add(new VectorM((v3), U2D.FromV2ToV3(compare)));
     }
     _mountainM = _mountainM.OrderBy(a => a.Distance).ToList();
 }
Esempio n. 9
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    /// <summary>
    /// Center of the region the camera is on top of now
    /// </summary>
    /// <param name="camPos"></param>
    /// <returns></returns>
    internal Vector3 CurrentRegionPos(Vector3 camPos)
    {
        var v2    = U2D.FromV3ToV2(camPos);
        var index = ReturnMyRegion(v2);

        if (index == -1)
        {
            return(camPos);
        }

        return(U2D.FromV2ToV3(CrystalRegions[index].Region.center));
    }
Esempio n. 10
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    public static void CreateDebugLines(Rect rect, Color color, float duration = 6000f)
    {
        Vector3 NW = U2D.FromV2ToV3(new Vector2(rect.xMin, rect.yMin));
        Vector3 NE = U2D.FromV2ToV3(new Vector2(rect.xMax, rect.yMin));
        Vector3 SE = U2D.FromV2ToV3(new Vector2(rect.xMax, rect.yMax));
        Vector3 SW = U2D.FromV2ToV3(new Vector2(rect.xMin, rect.yMax));

        Debug.DrawLine(NW, NE, color, duration);
        Debug.DrawLine(NE, SE, color, duration);
        Debug.DrawLine(SE, SW, color, duration);
        Debug.DrawLine(SW, NW, color, duration);
    }
Esempio n. 11
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    private void Recursive()
    {
        if (prevLoop == "")
        {
            //tha adding of a good point to the Route
            _checkPoints.Add(new CheckPoint(U2D.FromV2ToV3(_curr.Position), _curr.Type1));

            if (wasThrow)
            {
                var a = 1;
            }

            if (CheckIfDone())
            {
                CanIReach2PointAfter();
                Ready();
                //if (_finDoor)
                //{
                //    Crystal.DebugCrystal.ShowNow();
                //}
                return;
            }

            CreateCryRect();

            DefineHistoCrys();
            DefineCrystalsOnMyRect();
        }
        else if (prevLoop == "DefineCrystalsOnMyRect")
        {
            ClearPrevLoop();
            OrderCyrstalsFromCurr();
        }
        else if (prevLoop == "OrderCyrstalsFromCurr")
        {
            ClearPrevLoop();
            DefineEvalCrystals();
            AddToEvalFromRect();//i place it here so Auto Delta Routing works

            if (OrderEvalByWeight())
            {
                return;
            }          //so then is called again until I finish the loop
        }
        else if (prevLoop == "OrderEvalByWeight")
        {
            ClearPrevLoop();
            //PushAwayToLastOnEval();
            //InsertFinDoor();
            TryReachEval();
        }
    }
Esempio n. 12
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    private List <Crystal> ReturnOrderedAnchors()
    {
        List <Crystal> anchorOrdered = new List <Crystal>();

        anchorOrdered = ReturnScaledAnchorsFromBuildingOrStillElement();

        for (int i = 0; i < anchorOrdered.Count; i++)
        {
            anchorOrdered[i].Distance = Mathf.Abs(Vector3.Distance(U2D.FromV2ToV3(anchorOrdered[i].Position), Final));
        }
        anchorOrdered = anchorOrdered.OrderBy(a => a.Distance).ToList();

        return(anchorOrdered);
    }
Esempio n. 13
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    internal static List <General> CreateTextEnumarate(List <Crystal> _eval, string p, string texto = "", int fontSize = 120)
    {
        List <General> res = new List <General>();

        for (int i = 0; i < _eval.Count; i++)
        {
            General  g          = General.Create(Root.texto3d, U2D.FromV2ToV3(_eval[i].Position));
            TextMesh textObject = g.transform.GetComponent <TextMesh>();
            textObject.fontSize = fontSize;
            textObject.text     = texto + "." + i;
            res.Add(g);
        }
        return(res);
    }
Esempio n. 14
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    /// <summary>
    /// Created to Report Ambience Sound. I need to see how many diff crsytals are
    /// to detect River, Ocean shore and Full Ocean
    /// </summary>
    /// <returns></returns>
    private string DefineWhichAudioIReport()
    {
        //106 ocean shore, 84 river , 64 riv
        if (Index == 106 || Index == 84 || Index == 64)
        {
            var a = 1;
        }
        if (Index == 51)
        {
            var a = 1;
        }

        var myCrsytals = ReturnDiffCrystalsNames();
        //crystals that are seaType
        var seaTypes   = myCrsytals.Where(a => a.Type1 == H.WaterObstacle).ToList();
        var mountTypes = myCrsytals.Where(a => a.Type1 == H.MountainObstacle).ToList();

        var linkTypes   = myCrsytals.Where(a => a.Type1 == H.LinkRect).ToList();
        var uniqueZones = ReturnDiffCrystals(linkTypes, H.LinkRect);

        if (myCrsytals.Count == 1)
        {
            return("InLand");
        }
        else if (mountTypes.Count > 0)
        {
            return("Mountain");
        }
        else if (myCrsytals.Count > 1 && uniqueZones.Count == 0)
        {
            return("Later");//OceanSHore
        }
        else if (myCrsytals.Count > 1 && uniqueZones.Count == 1)
        {
            //this ones will find later if have a Full Ocean around if they do that
            //it is OceanShore. Otherwise is River
            return("Later");
        }
        else if (myCrsytals.Count > 1 && uniqueZones.Count > 1)
        {
            return("River");
        }

        if (!UTerra.IsOnTerrain(U2D.FromV2ToV3(Region.center)))
        {
            return("OutOfTerrain");
        }

        return("FullOcean");
    }
Esempio n. 15
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    /// <summary>
    /// Will show names on game
    /// </summary>
    private void DebugShowNames()
    {
        for (int i = 0; i < _current.LinkRects.Count; i++)
        {
            //   //Debug.Log(_current.LinkRects[i].Name);
            UVisHelp.CreateText(U2D.FromV2ToV3(_current.LinkRects[i].Position), _current.LinkRects[i].Name, 150);
        }

        for (int i = 0; i < _landZones.Count; i++)
        {
            //   //Debug.Log(_current.LinkRects[i].Name);
            UVisHelp.CreateText(U2D.FromV2ToV3(_landZones[i].CalcPosition()) + new Vector3(0, 15, 0), _landZones[i].LandZoneName, 1400);
        }
    }
Esempio n. 16
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    private Vector2 FindClosestToMe(Vector2 dot, List <Vector3> poly)
    {
        List <VectorM> lis = new List <VectorM>();

        for (int i = 0; i < poly.Count; i++)
        {
            lis.Add(new VectorM(poly[i], U2D.FromV2ToV3(dot)));
        }

        lis = lis.OrderBy(a => a.Distance).ToList();

        var closest = lis[0].Point;

        return(U2D.FromV3ToV2(closest));
    }
Esempio n. 17
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    /// <summary>
    /// Depending on _curr position will return Final or C.
    /// So when Im explirng to Final takes in account that we are hitting the sea or a mountain
    /// in some RectC
    /// </summary>
    /// <returns></returns>
    Vector3 ReturnCorFinal()
    {
        var     curr  = U2D.FromV2ToV3(_curr.Position);
        var     two   = _two.Position;
        Vector3 cVect = Vector3.MoveTowards(curr, two, howFarIsRectC);//20

        var distToFin = Vector3.Distance(curr, two);

        //if dist To Final greater that howFarIsRectC, then return C
        if (distToFin > howFarIsRectC)
        {
            return(cVect);
        }
        return(two);
    }
Esempio n. 18
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    /// <summary>
    /// Will return the region index where all the Structure points are
    /// </summary>
    /// <param name="building"></param>
    /// <returns></returns>
    List <int> ReturnRegionsOfPointsInStructure(Building building)
    {
        //nt for Trails
        List <Vector3> points = new List <Vector3>();

        if (!building.MyId.Contains("Trail"))
        {
            points = PassAnchorsGetPositionForCrystals(building.Anchors);
        }


        //for buildings
        if (!building.MyId.Contains("Bridge") && !building.MyId.Contains("Trail"))
        {
            Structure st = (Structure)building;
            if (st.SpawnPoint != null)
            {
                points.Add(st.SpawnPoint.transform.position);
            }
        }
        //for bridges
        if (building.MyId.Contains("Bridge"))
        {
            var entries = GetBridgeEntries((Bridge)building);

            points.Add(U2D.FromV2ToV3(entries[0].Position));
            points.Add(U2D.FromV2ToV3(entries[1].Position));
        }
        //for Ways that are Trails
        if (building.MyId.Contains("Trail"))
        {
            var obstas = _allObstas.Where(a => a.ParentId == building.MyId).ToList();

            for (int i = 0; i < obstas.Count; i++)
            {
                points.Add(U2D.FromV2ToV3(obstas[i].Position));
                _allObstas.Remove(obstas[i]);
            }
        }

        List <int> res = new List <int>();

        for (int i = 0; i < points.Count; i++)
        {
            res.Add(ReturnMyRegion(U2D.FromV3ToV2(points[i])));
        }
        return(res.Distinct().ToList());
    }
Esempio n. 19
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    internal void CalculateWeight(Vector3 finOrC, Vector3 final, Vector3 curr)
    {
        Distance = Mathf.Abs(Vector3.Distance(U2D.FromV2ToV3(_position), final));
        var furtherWeight = CheckIfFurtherThanCurr(curr, final);

        //can't be further than C
        furtherWeight += CheckIfFurtherThanCurr(curr, finOrC);

        //we are going to substract then
        if (Type1.ToString().Contains("Way"))
        {
            Distance = Mathf.Abs(Vector3.Distance(U2D.FromV2ToV3(_position), curr));
        }

        _calcWeight = _baseWeight + Distance + furtherWeight;
    }
Esempio n. 20
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    bool TryReachBuilding()
    {
        loop = true;
        //UVisHelp.CreateTextEnumarate(_eval, Root.blueCube, counter1+"", 60);

        for (int i = 0; i < _eval.Count; i++)
        {
            Line aLine = new Line(U2D.FromV2ToV3(_curr.Position), U2D.FromV2ToV3(_eval[i].Position), durationOfLines);
            _debugLines.Add(aLine);

            var linesIntersected = IntersectCount(aLine);

            if (linesIntersected == 0 && !IsOnTheRoute(_eval[i].Position))
            {
                ResetExplorer();
                _curr = _eval[i];
                //UVisHelp.CreateHelpers(U2D.FromV2ToV3(_curr.Position), Root.yellowCube);
                ResetLoop();
                ClearPrevLoop();//so can restart Recursive()
                return(true);
            }
        }

#if UNITY_EDITOR
        //UVisHelp.CreateHelpers(_eval, Root.blueCube);
        //UVisHelp.CreateHelpers(_curr.Position, Root.yellowCube);
        //UVisHelp.CreateHelpers(_two.Position, Root.yellowCube);

        //UVisHelp.CreateText(_ini.transform.position, "ini:" + _ini.MyId, 40);
        //UVisHelp.CreateText(_fin.transform.position, "fin:" + _fin.MyId, 40);
#endif

        Debug.Log("At least the intersection should be reached. Go and investigate but at least once should " +
                  "pass this if all fail pls investigate" +
                  "\n ini:" + _ini.MyId + " mid:" + _eval[0].ParentId + " end:" + _fin.MyId + " person:" + _person.MyId + " " +
                  "eval ct:" + _eval.Count + " prof:" + _person.ProfessionProp.ProfDescription);

        BlackList();

        //throw new Exception("At least the intersection should be reached. Go and investigate but at least once should " +
        //                    "pass this if all fail pls investigate" +
        //                    "\n ini:" + _ini.MyId + " mid:" + _eval[0].ParentId + " end:" + _fin.MyId + " person:" + _person.MyId + " " +
        //                    "eval ct:" + _eval.Count + " prof:"+_person.ProfessionProp.ProfDescription);
        return(false);
    }
Esempio n. 21
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    void Start()
    {
        _animator = gameObject.GetComponent <Animator>();
        _hover    = GetChildCalled("Hover");
        _hover.gameObject.SetActive(false);

        var poly = U2D.FromRectToPoly(Region);

        buildingPrev = (BigBoxPrev)CreatePlane.CreatePlan(Root.bigBoxPrev, Root.dashedLinedSquare, container: transform);
        buildingPrev.UpdatePos(poly, .25f);
        buildingPrev.transform.position = U2D.FromV2ToV3(Region.center);

        //MeshController.CrystalManager1.CrystalRegions[Index].StartWithAudioReport();
        Name  = "Buy region";
        HType = H.BuyRegion;

        transform.position += new Vector3(0, 10000, 0);
    }
Esempio n. 22
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File: Line.cs Progetto: naaturaz/SM
    internal List <Vector3> ReturnPointsInLineEvery(float step)
    {
        var a1Loc = U2D.FromV2ToV3(A1);
        var b1Loc = U2D.FromV2ToV3(B1);

        List <Vector3> res = new List <Vector3>();

        distanceLeft = Vector3.Distance(a1Loc, b1Loc);
        var add = step;

        for (float i = 0; i < distanceLeft; i += add)
        {
            var point = Vector3.MoveTowards(a1Loc, b1Loc, add);
            res.Add(point);
            a1Loc = point;
        }
        return(res);
    }
Esempio n. 23
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    static public ForSaleRegionGO CreateForSaleRegionGO(string root, int index, Rect region, string name = "", Transform container = null,
                                                        H hType = H.None)
    {
        ForSaleRegionGO obj = null;

        obj       = (ForSaleRegionGO)Resources.Load(root, typeof(ForSaleRegionGO));
        obj       = (ForSaleRegionGO)Instantiate(obj, U2D.FromV2ToV3(region.center), Quaternion.identity);
        obj.HType = hType;

        obj.MyId += " " + index;

        obj.Index  = index;
        obj.Region = region;

        if (container != null)
        {
            obj.transform.SetParent(container);
        }
        return(obj);
    }
Esempio n. 24
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    /// <summary>
    /// Will return the region index where all the StillElement points are
    /// </summary>
    /// <param name="still"></param>
    /// <returns></returns>
    private List <int> ReturnRegionsOfPointsInStructure(StillElement still)
    {
        List <Vector3> points = new List <Vector3>();

        var obstas = _allObstas.Where(a => a.ParentId == still.MyId).ToList();

        for (int i = 0; i < obstas.Count; i++)
        {
            points.Add(U2D.FromV2ToV3(obstas[i].Position));
            _allObstas.Remove(obstas[i]);
        }

        List <int> res = new List <int>();

        for (int i = 0; i < points.Count; i++)
        {
            res.Add(ReturnMyRegion(U2D.FromV3ToV2(points[i])));
        }
        return(res.Distinct().ToList());
    }
Esempio n. 25
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    /// <summary>
    ///
    /// </summary>
    /// <param name="ini"></param>
    /// <param name="end"></param>
    /// <param name="minimuSize">must have one side with a mimunum side like 10f
    /// this is to allow Mountain Routing to happen</param>
    /// <param name="grow">The grow of the rect on scale to make sure contain first and last </param>
    public CryRect(Vector3 ini, Vector3 end, float grow, bool minimuSize = true, float debugDuration = 20f)
    {
        _a = U2D.FromV3ToV2(ini);

        var poly = Registro.FromALotOfVertexToPolyMathCenterY(new List <Vector3>()
        {
            ini, end
        });

        poly = UPoly.ScalePoly(poly, grow);

        _theRect = Registro.FromALotOfVertexToRect(poly);
        _c       = U2D.FromV3ToV2(end);

        _b = FindB();
        _d = FindD();

        //so Rect Grows
        //so way routing works
        //PushThemAway();

        if (minimuSize)
        {
            //when calling this is really importat bz this solved the Mountain Routing problem
            //Dec 26 2015
            ApplyMinimumSize();
        }

        var newPoly =
            new List <Vector3>()
        {
            U2D.FromV2ToV3(_a), U2D.FromV2ToV3(_b),
            U2D.FromV2ToV3(_c), U2D.FromV2ToV3(_d)
        };

        _theRect = Registro.FromALotOfVertexToRect(newPoly);

        //RectifyCorners(poly);
        UVisHelp.CreateDebugLines(TheRect, Color.magenta, debugDuration);
        SetCrystals();
    }
Esempio n. 26
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    private float howFarIsRectC = 40f; //20 . 20 was too small bz will go trhu mountains
    /// <summary>
    /// This is the area we gonna be looking at to evaluate crystals
    /// </summary>
    private void CreateCryRect()
    {
        var curr = U2D.FromV2ToV3(_curr.Position);
        var two  = _two.Position;

        if (CheckIfNeedGrow())
        {
            maxCounts++;
            //curr = PushAwayFromCurrRectCenter(curr);
            //two = PushAwayFromCurrRectCenter(two);
            //return;
        }

        //the C Vector on the Rect
        Vector3 cVect = Vector3.MoveTowards(curr, two, howFarIsRectC);//20

        _currRect = new CryRect(U2D.FromV2ToV3(_curr.Position), cVect, grow, debugDuration: durationOfLines);
        _oldCurr  = _curr;

        AddToHistoricalRegions(cVect);
        AddToHistoricalRegions(U2D.FromV2ToV3(_curr.Position));
    }
Esempio n. 27
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    /// <summary>
    /// Will set the _calcWeight on the Cristal from 'otherPos'
    /// </summary>
    /// <param name="otherPos"></param>
    public void CalculateWeight(Vector2 curr, Vector2 final, string cryId)//loopCount only use for debug purpose
    {
        var pilotDistance = CalcPilotDistance(curr, final);
        //var pilot = Vector2.MoveTowards(curr, final, pilotDistance);

        var angle = AbsoluteAngleFrom3PointsInDegrees(final, Position, curr);
        var sine  = Math.Abs((float)Math.Sin(ConvertToRadians(angle)));
        //Debug.Log("Angle: " + angle);

        var furtherWeight = CheckIfFurtherThanCurr(curr, final);

        //var posiToFin = Math.Abs( Vector2.Distance(Position, final));
        //var currToPosit =  Math.Abs(Vector2.Distance(curr, Position));

        var posiToFin = Math.Abs(Vector3.Distance(U2D.FromV2ToV3(Position), U2D.FromV2ToV3(final)));

        var currToPosit = Math.Abs(Vector3.Distance(U2D.FromV2ToV3(curr), U2D.FromV2ToV3(Position)));

        //Distance = 3 * Vector2.Distance(_position, curr);//pilot
        Distance = (posiToFin + currToPosit); //pilot

        _calcWeight =                         // sine * sineFactor +
                      (Distance)
                                              //+ furtherWeight
        ;

        var msg = "1st";

        if (cryId != null)
        {
            msg = cryId.Substring(0, 3);
        }
        passes.Add(msg);
        passes = passes.Distinct().ToList();

        //DebugCrystal.AddNewCrystals(passes.Count + ":: " + sine.ToString("F2") + " | " + angle.ToString("F1") + " | "
        //    + Distance.ToString("F1") + " |w: " +_calcWeight.ToString("f1"), Position);
    }
Esempio n. 28
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    public int CountLinesIIntersect(Line line, List <int> histoRegions, CryRoute cryRoute)
    {
        int res      = 0;
        var crystals = GiveAllCrystalsInTheseRegionsExcludLinkRects(histoRegions);

        for (int i = 0; i < crystals.Count; i++)
        {
            for (int j = 0; j < crystals[i].Lines.Count; j++)
            {
                var lineOnCrys = crystals[i].Lines[j];
                if (line.IsIntersecting((lineOnCrys)))
                {
                    //                   //Debug.Log("Intersected: " + crystals[i].ParentId + " tp: " +crystals[i].Type1);
                    Vector3 intersection = U2D.FromV2ToV3(line.FindIntersection(lineOnCrys));
                    //add key to explorer on the CryRoute
                    cryRoute.AddKeyToExplorer(crystals[i], intersection);

                    lineOnCrys.DebugRender(Color.black);
                    res++;
                }
            }
        }
        return(res);
    }
Esempio n. 29
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 internal void CalculateWeight(Vector3 vector3)
 {
     Distance = Vector3.Distance(U2D.FromV2ToV3(_position), vector3);
     // _calcWeight = (_baseWeight * weightFactor) + Distance;
     _calcWeight = _baseWeight + Distance;
 }
Esempio n. 30
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 /// <summary>
 /// The center position of the rect of the region
 /// </summary>
 /// <returns></returns>
 internal Vector3 Position()
 {
     return(U2D.FromV2ToV3(Region.center));
 }