Esempio n. 1
0
            public override void Draw()
            {
                base.Draw();

                var   delta = End - Position;
                float len   = delta.magnitude;
                var   dir   = delta.normalized;

                float angSin = Mathf.Sin(Mathf.Deg2Rad * Angle);
                float radius = angSin * len;

                Handles.color = Color;

                if (Period > 0)
                {
                    for (float dist = Period; dist < len; dist += Period)
                    {
                        Handles.DrawWireDisc(Position + dir * dist, dir, angSin * dist);
                    }
                }

                Handles.DrawWireDisc(End, dir, radius);

                if (DrawLines)
                {
                    var perpendicular1 = Vector3.Cross(dir, Vector3.up).normalized;
                    var perp2d         = Vector2.Perpendicular(new Vector2(dir.x, dir.z));
                    var perpendicular2 = Vector3.Cross(dir, new Vector3(perp2d.x, 0, perp2d.y)).normalized;

                    Handles.DrawLine(Position, End + perpendicular1 * radius);
                    Handles.DrawLine(Position, End - perpendicular1 * radius);
                    Handles.DrawLine(Position, End + perpendicular2 * radius);
                    Handles.DrawLine(Position, End - perpendicular2 * radius);
                }
            }
Esempio n. 2
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        private Vector2 GetEndPoint()
        {
            Vector2 direction           = Target.Center - Source.Center;
            Vector2 normalizedDirection = direction.normalized;

            Vector2 perpendicular = Vector2.Perpendicular(normalizedDirection);

            return(Target.Center + (perpendicular * LineOffset));
        }
        private Vector2 GetStartPoint()
        {
            Vector2 direction           = Target.Center - Source.Center;
            Vector2 normalizedDirection = direction.normalized;

            Vector2 perpendicular = Vector2.Perpendicular(normalizedDirection);

            return(Source.Center + (perpendicular * 7));
        }
    private void OnMoveDirectionChanged(Vector2 direction)
    {
        rayDirection = direction;
        var normalVector = Vector2.Perpendicular(direction);

        rayPointOffset       = normalVector * Config.BallRadius;
        rayPointDisplacement = direction * (Config.BallSpeed * Time.fixedDeltaTime);
        CheckCollision();
    }
Esempio n. 5
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        private void DrawArrow(Vector2 center, Vector2 direction)
        {
            Vector2 normalizedDirection = direction.normalized;

            var perpendicular = Vector2.Perpendicular(direction) * -1;

            var inferiorLeftPoint =
                center + (perpendicular.normalized * ArrowWidthExtent) - (normalizedDirection * ArrowHeightExtent);

            var inferiorRightPoint =
                center - (perpendicular.normalized * ArrowWidthExtent) - (normalizedDirection * ArrowHeightExtent);

            var superiorPoint =
                center + (normalizedDirection * ArrowHeightExtent);

            Handles.DrawAAConvexPolygon(superiorPoint, inferiorLeftPoint, inferiorRightPoint, superiorPoint);
        }
Esempio n. 6
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    Vector2 RelativePitchToTarget(Vector2 target, float pitchDegrees, float deadRange = 5)
    {
        Vector2 turnForce     = Vector2.Perpendicular(rb.velocity) / rb.mass;
        float   angleToTarget = Vector2.Angle(rb.velocity, target - getPosition());

        float direction = 1;

        if (angleToTarget > 180)
        {
            angleToTarget = 360 - angleToTarget;
            direction     = -1;
        }

        if (pitchDegrees + deadRange < angleToTarget || angleToTarget < pitchDegrees - deadRange)
        {
            return(turnForce * direction);
        }
        else
        {
            return(Vector2.zero);
        }
    }
Esempio n. 7
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            public override void Draw()
            {
                base.Draw();

                var   delta = End - Position;
                float len   = delta.magnitude;
                var   dir   = delta.normalized;

                float angSin = Mathf.Sin(Mathf.Deg2Rad * Angle);
                float radius = angSin * len;

                Handles.color = Color;

                var perp2d        = Vector2.Perpendicular(new Vector2(dir.x, dir.z));
                var perpendicular = Vector3.Cross(dir, new Vector3(perp2d.x, 0, perp2d.y)).normalized;

                var start = Quaternion.AngleAxis(-Angle * 0.5f, perpendicular) * dir;
                var end   = Quaternion.AngleAxis(Angle * 0.5f, perpendicular) * dir;

                Handles.DrawWireArc(Position, perpendicular, start, Angle, len);
                Handles.DrawLine(Position, Position + start * len);
                Handles.DrawLine(Position, Position + end * len);
            }