private void Reset() { var point = new Vector3Range { defaultValue = new Vector3(0, 0, 0), min = new Vector3(-4.5f, 5.0f, -4.5f), max = new Vector3(4.5f, 10.0f, 14.5f), constrainX = false, constrainY = false, constrainZ = false }; var angular = new Vector3Range { defaultValue = new Vector3(0, 0, 0), min = new Vector3(-5, -5, -5), max = new Vector3(5, 5, 5), constrainX = false, constrainY = false, constrainZ = false }; var euler = new Vector3Range { defaultValue = new Vector3(0, 0, 0), min = new Vector3(0, 0, 0), max = new Vector3(360, 360, 360), constrainX = false, constrainY = false, constrainZ = false }; Reset(point, angular, euler); }
private void Reset() { var point = new Vector3Range { defaultValue = new Vector3(0, -2, 0), min = new Vector3(-2, 3, 0), max = new Vector3(2, 7, 0), constrainX = false, constrainY = false, constrainZ = true }; var angular = new Vector3Range { defaultValue = new Vector3(0, 0, 0), min = new Vector3(0, 0, -5), max = new Vector3(0, 0, 5), constrainX = true, constrainY = true, constrainZ = false }; var euler = new Vector3Range { defaultValue = new Vector3(0, 0, 0), min = new Vector3(0, 0, 0), max = new Vector3(0, 0, 360), constrainX = true, constrainY = true, constrainZ = false }; Reset(point, angular, euler); }
public TrajectoryRandomRange (Vector3Range point, Vector3Range angular, Vector3Range euler) { pointRange = point; angularVelocity = angular; eulerAngles = euler; }
internal Move(GameObject inGameObject, Vector3 inTargetPosition, bool inIsRelative) { Transform t = GetComponent(inGameObject); _range = new Vector3Range(inIsRelative ? t.RelativePos : t.Pos, inTargetPosition); _isRelative = inIsRelative; }
public TrajectoryRandomizer (List <GameObject> prefabList, Vector3Range pointRangeTrajectory, Vector3Range angularVelocityOnSpawn, Vector3Range eulerAnglesOnSpawn) { prefabs = prefabList; pointRange = pointRangeTrajectory; eulerAngleRange = eulerAnglesOnSpawn; angularVelocityRange = angularVelocityOnSpawn; }
public static Vector3 Random(this Vector3Range range) { var result = new Vector3() { x = UnityEngine.Random.Range(range.min.x, range.max.x), y = UnityEngine.Random.Range(range.min.y, range.max.y), z = UnityEngine.Random.Range(range.min.z, range.max.z) }; return(result); }
internal static Vector3Range New() { var vec = new Vector3Range(); vec.xMin = vec.yMin = vec.zMin = Single.MaxValue; vec.xMax = vec.yMax = vec.zMax = Single.MinValue; vec.xRange = vec.yRange = vec.zRange = 0f; vec.center = Vector3.zero; return(vec); }
protected virtual void Reset (Vector3Range point, Vector3Range angular, Vector3Range euler) { RandomRange = new TrajectoryRandomRange(point, angular, euler); }