コード例 #1
0
ファイル: BasePart.cs プロジェクト: mrdivdiz/bpvita
    public bool CanCustomConnectTo(BasePart.Direction direction)
    {
        switch (this.GetCustomJointConnectionDirection())
        {
        case BasePart.JointConnectionDirection.Any:
            return(true);

        case BasePart.JointConnectionDirection.Right:
            return(direction == BasePart.Direction.Right);

        case BasePart.JointConnectionDirection.Up:
            return(direction == BasePart.Direction.Up);

        case BasePart.JointConnectionDirection.Left:
            return(direction == BasePart.Direction.Left);

        case BasePart.JointConnectionDirection.Down:
            return(direction == BasePart.Direction.Down);

        case BasePart.JointConnectionDirection.LeftAndRight:
            return(direction == BasePart.Direction.Left || direction == BasePart.Direction.Right);

        case BasePart.JointConnectionDirection.UpAndDown:
            return(direction == BasePart.Direction.Up || direction == BasePart.Direction.Down);

        case BasePart.JointConnectionDirection.None:
            return(false);

        default:
            return(false);
        }
    }
コード例 #2
0
ファイル: Glue.cs プロジェクト: mrdivdiz/bpvita
 public static Direction OppositeGlueDir(BasePart.Direction dir)
 {
     if (dir == BasePart.Direction.Left || dir == BasePart.Direction.Right)
     {
         return((dir != BasePart.Direction.Left) ? Glue.Direction.Left : Glue.Direction.Right);
     }
     return((dir != BasePart.Direction.Up) ? Glue.Direction.Up : Glue.Direction.Down);
 }
コード例 #3
0
    public override void Initialize()
    {
        this.m_GrapplingHook                  = UnityEngine.Object.Instantiate <GameObject>(this.m_GrapplingHookPrefab, base.transform.position, base.transform.rotation);
        this.m_GrapplingHookRigidbody         = this.m_GrapplingHook.GetComponent <Rigidbody>();
        this.m_GrapplingHook.transform.parent = base.transform;
        this.m_GrapplingHookScript            = this.m_GrapplingHook.GetComponent <Hook>();
        this.m_GrapplingHook.SetActive(true);
        this.InitializeGrapplingHook();
        if (WPFMonoBehaviour.levelManager.ContraptionRunning == null)
        {
            return;
        }
        BasePart.Direction direction = this.EffectDirection();
        int      num      = (direction != BasePart.Direction.Left) ? ((direction != BasePart.Direction.Right) ? 0 : 1) : -1;
        int      num2     = (direction != BasePart.Direction.Down) ? ((direction != BasePart.Direction.Up) ? 0 : 1) : -1;
        BasePart basePart = WPFMonoBehaviour.levelManager.ContraptionRunning.FindPartAt(this.m_coordX + num, this.m_coordY + num2);

        this.m_CanBeEnabled = (!WPFMonoBehaviour.levelManager.ContraptionRunning.HasSuperGlue || !this.m_FixedJointToBreak[0] || basePart.m_partType == BasePart.PartType.TNT);
    }
コード例 #4
0
ファイル: BasePart.cs プロジェクト: mrdivdiz/bpvita
    public static Vector3 GetDirectionVector(BasePart.Direction direction)
    {
        switch (direction)
        {
        case BasePart.Direction.Right:
            return(Vector3.right);

        case BasePart.Direction.Up:
            return(Vector3.up);

        case BasePart.Direction.Left:
            return(-Vector3.right);

        case BasePart.Direction.Down:
            return(-Vector3.up);

        default:
            return(Vector3.up);
        }
    }
コード例 #5
0
ファイル: BasePart.cs プロジェクト: mrdivdiz/bpvita
    public static BasePart.Direction InverseDirection(BasePart.Direction direction)
    {
        switch (direction)
        {
        case BasePart.Direction.Right:
            return(BasePart.Direction.Left);

        case BasePart.Direction.Up:
            return(BasePart.Direction.Down);

        case BasePart.Direction.Left:
            return(BasePart.Direction.Right);

        case BasePart.Direction.Down:
            return(BasePart.Direction.Up);

        default:
            return(BasePart.Direction.Right);
        }
    }
コード例 #6
0
    public void CreateSpringBody(BasePart.Direction direction)
    {
        GameObject        gameObject        = UnityEngine.Object.Instantiate <GameObject>(this.m_endPointPrefab, base.transform.position, base.transform.rotation);
        ConfigurableJoint configurableJoint = base.gameObject.AddComponent <ConfigurableJoint>();

        configurableJoint.connectedBody          = gameObject.GetComponent <Rigidbody>();
        configurableJoint.angularXMotion         = ConfigurableJointMotion.Locked;
        configurableJoint.angularYMotion         = ConfigurableJointMotion.Locked;
        configurableJoint.angularZMotion         = ConfigurableJointMotion.Locked;
        configurableJoint.xMotion                = ConfigurableJointMotion.Locked;
        configurableJoint.yMotion                = ConfigurableJointMotion.Limited;
        configurableJoint.zMotion                = ConfigurableJointMotion.Locked;
        configurableJoint.enablePreprocessing    = false;
        configurableJoint.configuredInWorldSpace = true;
        SoftJointLimitSpring linearLimitSpring = configurableJoint.linearLimitSpring;

        linearLimitSpring.spring            = 250f;
        linearLimitSpring.damper            = 20f;
        configurableJoint.linearLimitSpring = linearLimitSpring;
        SoftJointLimit linearLimit = configurableJoint.linearLimit;

        linearLimit.limit             = 0.1f;
        linearLimit.bounciness        = 1f;
        configurableJoint.linearLimit = linearLimit;
        gameObject.transform.parent   = base.transform;
        if (this.m_connectedBody == null)
        {
            this.m_connectedBody         = gameObject.GetComponent <Rigidbody>();
            this.m_localConnectionPoint  = new Vector3(0f, 0.5f, 0f);
            this.m_remoteConnectionPoint = gameObject.transform.InverseTransformPoint(base.transform.position - 0.5f * base.transform.up);
        }
        else
        {
            Vector3 position = this.m_connectedBody.position + (base.transform.position - this.m_connectedBody.position).normalized * 0.5f;
            this.m_connectedBody          = gameObject.GetComponent <Rigidbody>();
            this.m_connectedBody.position = position;
            this.m_localConnectionPoint   = new Vector3(0f, 0.5f, 0f);
            this.m_remoteConnectionPoint  = gameObject.transform.InverseTransformPoint(base.transform.position - 0.5f * base.transform.up);
        }
    }
コード例 #7
0
ファイル: SpringBoxingGlove.cs プロジェクト: mrdivdiz/bpvita
    public override void Initialize()
    {
        this.m_BoxingGlove                  = UnityEngine.Object.Instantiate <GameObject>(this.m_BoxingGlovePrefab, base.transform.position, base.transform.rotation);
        this.m_BoxingGloveRigidbody         = this.m_BoxingGlove.GetComponent <Rigidbody>();
        this.m_BoxingGlove.transform.parent = base.transform;
        this.m_BoxingGloveVisualization     = this.m_BoxingGlove.transform.Find("Visualization").gameObject;
        this.CheckRotations();
        this.m_BoxingGlove.SetActive(true);
        this.InitilizeBoxingGlove();
        if (WPFMonoBehaviour.levelManager.ContraptionRunning == null)
        {
            return;
        }
        BasePart.Direction direction = this.EffectDirection();
        int num  = (direction != BasePart.Direction.Left) ? ((direction != BasePart.Direction.Right) ? 0 : 1) : -1;
        int num2 = (direction != BasePart.Direction.Down) ? ((direction != BasePart.Direction.Up) ? 0 : 1) : -1;

        this.m_EffectDirPart = WPFMonoBehaviour.levelManager.ContraptionRunning.FindPartAt(this.m_coordX + num, this.m_coordY + num2);
        if (this.m_EffectDirPart)
        {
            this.m_FixedJointToBreak = WPFMonoBehaviour.levelManager.ContraptionRunning.FindPartFixedJoints(this.m_EffectDirPart);
        }
        this.m_CanBeEnabled = (!WPFMonoBehaviour.levelManager.ContraptionRunning.HasSuperGlue || this.m_FixedJointToBreak == null || this.m_FixedJointToBreak.Count <= 0 || !this.m_FixedJointToBreak[0] || this.m_EffectDirPart.m_partType == BasePart.PartType.TNT);
    }
コード例 #8
0
ファイル: GadgetControlEvent.cs プロジェクト: mrdivdiz/bpvita
 public GadgetControlEvent(BasePart.PartType partType, BasePart.Direction direction)
 {
     this.partType  = partType;
     this.direction = direction;
 }