Esempio n. 1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="direction"></param>
        /// <param name="throwInfo"></param>
        /// <param name="multiplier"></param>
        /// <returns></returns>
        private IEnumerator RollCoroutine(Vector2 direction, GrenadeThrowInfo throwInfo, float multiplier)
        {
            _rollDirection = direction;

            var rigidbody = GetComponent <Rigidbody2D>();

            var elapsed     = 0.0f;
            var oldPosition = throwInfo.rollCurve.Evaluate(elapsed);

            while (elapsed < throwInfo.rollDuration)
            {
                yield return(new WaitForFixedUpdate());

                elapsed += GameplayStatics.gameFixedDeltaTime;
                var rollPosition = throwInfo.rollCurve.Evaluate(elapsed / throwInfo.rollDuration);

                var   diff    = (rollPosition - oldPosition) * throwInfo.rollMoveSpeed;
                float radians = Mathf.Deg2Rad * Vector2.SignedAngle(Vector2.right, _rollDirection);
                rigidbody.velocity = new Vector2(Mathf.Cos(radians), Mathf.Sin(radians)) * diff * multiplier;
                var rotation = diff * throwInfo.rollRotSpeed;

                if (_rollDirection.x >= 0.0f)
                {
                    rotation *= -1.0f;
                }

                rotation += _subRenderer.transform.localRotation.z;
                rotation %= 360.0f;
                var throwPosition = throwInfo.throwCurve.Evaluate(elapsed / throwInfo.rollDuration);
                _subRenderer.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, rotation * multiplier);
                _subRenderer.transform.localPosition = new Vector2(0.0f, throwPosition * throwInfo.throwMultiplier) * multiplier;
            }

            rigidbody.velocity    = Vector2.zero;
            rigidbody.constraints = RigidbodyConstraints2D.FreezeRotation;
        }
Esempio n. 2
0
        /// <summary>
        ///
        /// </summary>
        private void Throw(GrenadeThrowInfo throwInfo, float multiplier)
        {
            var pickable = Instantiate(_pickablePrefab, character.transform.position, Quaternion.identity).GetComponent <GrenadePickable>();

            pickable.Initialize(weaponDescriptor);
            pickable.isPickable = false;

            var pickableRenderer = pickable.GetComponent <SpriteRenderer>();

            pickableRenderer.sprite = null;

            var behaviour = pickable.GetComponent <GrenadeBehaviour>();

            var renderer = behaviour.subRenderer;

            if (_grenadeBehaviour != null)
            {
                behaviour.CopyFrom(_grenadeBehaviour);
                behaviour.spriteRenderer = pickableRenderer;
            }

            behaviour.RollOnTheFloor(character.targetOrientation, throwInfo, multiplier);
            character.ClearWeapon(this, false);
        }
Esempio n. 3
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="direction"></param>
 /// <param name="throwInfo"></param>
 /// <param name="multiplier"></param>
 public void RollOnTheFloor(Vector2 direction, GrenadeThrowInfo throwInfo, float multiplier)
 {
     StartCoroutine(RollCoroutine(direction, throwInfo, multiplier));
 }