コード例 #1
0
 private void checkAirStatsRefError()
 {
     if (air == null)
     {
         air = AirEnvironmentStats.getAir();
     }
 }
コード例 #2
0
 public static AirEnvironmentStats getAir()
 {
     if (air == null)
     {
         air = GameObject.Find("AirEnvironmentProperties").GetComponent <AirEnvironmentStats>();
     }
     return(air);
 }
コード例 #3
0
    private AirEnvironmentStats findAirStats(string statsObjName)
    {
        AirEnvironmentStats airRef = GameObject.Find(statsObjName).GetComponent <AirEnvironmentStats>();

        if (airRef == null)
        {
            Debug.Log("No AirEnvironmentStats object found.");
        }
        return(airRef);
    }
コード例 #4
0
    public bool tryLock(CombatFlow targetFlow, bool debug = false)
    {
        if (lockableType(targetFlow) && !targetFlow.jamming)
        {
            heightDiffAdvantage = (transform.position.y - targetFlow.transform.position.y) * ALTITUDE_ADVANTAGE_FACTOR;
            closingSpeedAdv     = calculateClosingSpeed(targetFlow.myRb) * closingSpeedFactor;
            yourSpeedAdv        = myRb.velocity.magnitude * YOUR_SPEED_FACTOR;

            targetBearingLine = targetFlow.transform.position - transform.position;
            myPerpDragAdv     = calculatePerpendicularVelocity(targetBearingLine, myRb.velocity) * myPerpendicularDragFactor;
            targetPerpDragAdv = calculatePerpendicularVelocity(targetBearingLine, targetFlow.myRb.velocity) * targetPerpendicularDragFactor;

            float velBearing = Vector3.Angle(targetFlow.myRb.velocity, transform.position - targetFlow.transform.position);
            // if target's velocity is facing away from player
            if (velBearing > 90f)
            {
                velBearing -= 90f; // how far past 90 degrees is velBearing
                velBearing /= 90f; // 1.0 is 90 degrees past perpendicular (straight away), 0.0 is perpendicular

                velBearing = Mathf.Lerp(1.0f, tgtFaceAwayPerpFactor, velBearing);
                velBearing = Mathf.Clamp(velBearing, 0.0f, 1.0f); // allows for 0.0 to be applied across some arc, by using negative tgtFaceAway val

                // I want:
                //  1.0 at 90 degrees
                //  tgtFaceAwayPerpFactor at 180

                targetPerpDragAdv *= velBearing;
                //Debug.LogWarning("====================  Target facing away. Cancelling perp factor down to: "+ targetPerpDragAdv + ", multiplier of: " + velBearing);
            }

            // average of three values, target alt twice to give more weight to the slow portion of flight
            avgAlt = (2 * targetFlow.transform.position.y + transform.position.y) / 3f;

            airDensityMod = AirEnvironmentStats.getAir().getDensityAtAltitude(avgAlt) * airDensityFactor;

            setRangeAdvantages(heightDiffAdvantage, closingSpeedAdv, yourSpeedAdv, myPerpDragAdv, targetPerpDragAdv, airDensityMod);

            angleOffNose = Vector3.Angle(targetFlow.transform.position - transform.position, transform.forward);
            dist         = Vector3.Distance(targetFlow.transform.position, transform.position);

            if (rangeLadder != null && myFlow.isLocalPlayer)
            {
                rangeLadder.tgtRange = dist;
            }

            if (debug)
            {
                //Debug.Log("radarOn: " + radarOn + ", good lock angle: " +
                //     (angleOffNose < lockAngle) + ", goodDist: " + (dist < maxLockRange));

                //Debug.Log("angleOffNose: " + angleOffNose + ", lockAngle: " + lockAngle);
            }

            //return radarOn && angleOffNose < lockAngle && dist < (maxLockRange + heightDiffAdvantage + closingSpeedAdv) && tryDetect(targetFlow);
            return(radarOn && angleOffNose < lockAngle && dist < maxLockRange && tryDetect(targetFlow));
        }
        else
        {
            if (debug)
            {
                Debug.Log("BadLockType, target is " + targetFlow.type + ", myRadar is : " + lockType);
            }

            setRangeAdvantages(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
            return(false);
        }
    }
コード例 #5
0
 // Start is called before the first frame update
 void Start()
 {
     rbRef = GetComponent <Rigidbody>();
     air   = findAirStats("AirEnvironmentProperties");
 }
コード例 #6
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 private void Awake()
 {
     air   = GameObject.Find("AirEnvironmentProperties").GetComponent <AirEnvironmentStats>();
     trail = GetComponent <TrailRenderer>();
 }