Esempio n. 1
0
        public static GameObject SnapToObject(GameObject ObjectSnapping, out SnapTarget TargetSnapping)
        {
            GameObject result = null;

            TargetSnapping = null;
            float d    = -1;
            float dMin = -1;
            // Given an ObjectSnapping, go through all the ObjectSnapping's snaptargets
            // For each snap target, check overlap sphere, return objects that have a centre close enough to that snap target
            // As we go through potential SnapToObjects and corresponding ObjectSnapping targets, always keep the closest only
            BeyondComponent BCSnapping = ObjectSnapping.GetComponent <BeyondComponent>();

            // We want to snap an object that has a Beyond Component
            if (BCSnapping != null)
            {
                // Go through each SnapTarget of the ObjectSnapping
                foreach (SnapTarget st in BCSnapping.Template.SnapTargets)
                {
                    Vector3 stCoords = st.GetToCentre(ObjectSnapping);
                    // Go through all objects that overlap with a sphere centered around that SnapTarget
                    foreach (Collider col in Physics.OverlapSphere(stCoords, _distanceToSnap))
                    {
                        // Can't snap to yourself
                        if (col.gameObject != ObjectSnapping)
                        {
                            BeyondComponent BCSnapped = col.gameObject.GetComponent <BeyondComponent>();
                            // We want to snap to an object that has a BeyondComponent, that has one of the target object's ToTags and is in the snaptarget's ToPos
                            if ((BCSnapped != null) && (BCSnapped.Template.ContainsTag(st.ToTags)) && (BCSnapped.PosInCell == st.ToPos))
                            {
                                // The snapping object must be in the snaptarget's Posincell
                                if (BCSnapping.PosInCell == st.FromPos)
                                {
                                    // Distance between the snapTarget and the snapped Object's cell centre
                                    d = Vector3.Distance(stCoords, BCSnapped.Template.GetCellCentre(col.gameObject));
                                    if (dMin == -1 || d < dMin)
                                    {
                                        dMin           = d;
                                        result         = col.gameObject;
                                        TargetSnapping = st;
                                    }
                                }
                            }
                        }
                    }
                }
            }
            return(result);
        }
Esempio n. 2
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        private void UpdateSnap()
        {
            // If we are too far from the snapping position, unsnap
            Vector3 WouldBePos = FPSCharacter.transform.position + blueprintDistanceFromCamera * FPSCharacter.transform.forward;
            float   distance   = Vector3.Distance(SnappedAt, WouldBePos);

            //Debug.Log("We are currently at this distance from where we're looking: " + distance);
            if (distance > UnSnapDistance)
            {
                SnappedToObject.GetComponent <BeyondComponent>().Group.RemoveObject(ActiveBlueprint);
                ActiveBlueprint.transform.SetParent(FPSCharacter.transform);
                ActiveBlueprint.transform.position = WouldBePos;
                SnappedToObject = null;
                SnappedToTarget = null;
            }
        }
Esempio n. 3
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        public void AddSnapTarget(PosInCell fromPos, int x, int y, int z, List <string> totags, PosInCell toPos)
        {
            SnapTarget st = new SnapTarget(fromPos, x, y, z, totags, toPos);

            SnapTargets.Add(st);
        }