Esempio n. 1
0
        private void Update()
        {
            //if(m_Track != null)
            //{
            //    m_Track.Root.TransformPoint
            //}

            if (m_Track.m_bEnableTrack)
            {
                foreach (var row in m_Grounds)
                {
                    Vector3 pos = GetPosition(row.m_CurTime);
                    row.UpdateSpeed(pos);
                    row.m_CurTime += Time.deltaTime;
                }
                GroundRow cacherow = m_Grounds.First.Value;
                while (cacherow.m_CurTime >= m_Track.RollTime)
                {
                    Vector3 pos = GetPosition(cacherow.m_CurTime);
                    //cacherow.UpdateSpeed(new Vector3(pos.x, pos.y, pos.z-10.0f));
                    cacherow.SetBornHeight(pos.y - 1.0f);

                    cacherow.m_CurTime = cacherow.m_CurTime - m_Track.RollTime;
                    m_Grounds.RemoveFirst();
                    m_Grounds.AddLast(cacherow);

                    cacherow = m_Grounds.First.Value;
                }
            }
        }
Esempio n. 2
0
        private void Start()
        {
            this.transform.parent = m_Track.Root;

            this.transform.localPosition = new Vector3(m_Track.Offset.x, m_Track.Offset.y, m_Track.Offset.z);

            this.transform.transform.localEulerAngles = new Vector3(0, 0, 0);

            //m_MorphCube = this.gameObject.GetComponent<MorphCube>();

            //m_MorphCube.SetLength(m_Track.Length);
            //m_MorphCube.SetWidth(m_Track.Width);
            //m_MorphCube.SetDepth(m_Track.Thickness);

            //m_MorphCube.CreateMesh();

            //m_MorphCube.SetMaterial();

            m_EndPosition = new Vector3(0, m_Track.Length, 0);

            int num = 30;

            //LinkedListNode<GroundRow> row = new LinkedListNode<GroundRow>(new GroundRow(1));
            //m_Grounds.AddFirst(row);
            for (int i = 0; i < num; ++i)
            {
                int        index = UnityEngine.Random.Range(0, m_GroundPrefab.Count);
                GameObject obj   = Instantiate(m_GroundPrefab[index]);
                obj.SetActive(true);
                GroundRow r = new GroundRow(obj);
                r.m_CurTime = (float)(num - i - 1) * m_Track.RollTime / (float)(num - 1);
                m_Grounds.AddLast(r);

                Vector3 pos = GetPosition(r.m_CurTime);
                r.SetBornHeight(pos.y);
            }
        }