コード例 #1
0
        public static void PlaceObstacle(string obstacleName, Vector3 position, Vector3 angles)
        {
            Phases.CurrentSubPhase.IsReadyForCommands = false;

            ChosenObstacle = ObstaclesManager.GetChosenObstacle(obstacleName);
            ChosenObstacle.ObstacleGO.transform.position    = position;
            ChosenObstacle.ObstacleGO.transform.eulerAngles = angles;

            Board.ToggleOffTheBoardHolder(false);

            ChosenObstacle.ObstacleGO.transform.parent = Board.BoardTransform;

            ChosenObstacle.IsPlaced = true;
            ChosenObstacle          = null;
            IsEnteredPlacementZone  = false;
            IsEnteredPlaymat        = false;

            MovementTemplates.ReturnRangeRulerR1();
            MovementTemplates.ReturnRangeRulerR2();

            if (ObstaclesManager.GetPlacedObstaclesCount() < 6)
            {
                Phases.CurrentSubPhase.Next();
            }
            else
            {
                FinishSubPhase();
            }
        }
コード例 #2
0
        private void ApplyObstacleLimits()
        {
            MovementTemplates.ReturnRangeRulerR1();

            Vector3 fromObstacle = Vector3.zero;
            Vector3 toObstacle   = Vector3.zero;
            float   minDistance  = float.MaxValue;

            bool isBlockedByAnotherObstacle = false;

            foreach (MeshCollider collider in ObstaclesManager.GetPlacedObstacles().Select(n => n.ObstacleGO.GetComponentInChildren <MeshCollider>()))
            {
                Vector3 closestPoint = collider.ClosestPoint(ChosenObstacle.ObstacleGO.transform.position);

                RaycastHit hitInfo = new RaycastHit();

                if (Physics.Raycast(closestPoint + new Vector3(0, 0.003f, 0), ChosenObstacle.ObstacleGO.transform.position - closestPoint, out hitInfo))
                {
                    float distanceBetween = Vector3.Distance(closestPoint, hitInfo.point);
                    if (distanceBetween < MinObstaclesDistance)
                    {
                        IsPlacementBlocked         = true;
                        isBlockedByAnotherObstacle = true;

                        if (distanceBetween < minDistance)
                        {
                            fromObstacle = closestPoint + new Vector3(0, 0.003f, 0);
                            toObstacle   = hitInfo.point;
                            minDistance  = distanceBetween;
                        }
                    }
                }

                // In case if one asteroid is inside of another
                float distanceToCenter = Vector3.Distance(closestPoint, ChosenObstacle.ObstacleGO.transform.position);
                if (distanceToCenter < MinObstaclesDistance)
                {
                    IsPlacementBlocked         = true;
                    isBlockedByAnotherObstacle = true;

                    if (distanceToCenter < minDistance)
                    {
                        fromObstacle = closestPoint;
                        toObstacle   = ChosenObstacle.ObstacleGO.transform.position;
                        minDistance  = distanceToCenter;
                    }
                }
            }

            if (IsPlacementBlocked && isBlockedByAnotherObstacle)
            {
                MovementTemplates.ShowRangeRulerR1(fromObstacle, toObstacle);
            }
        }
コード例 #3
0
        public static void PlaceObstacle(string obstacleName, Vector3 position, Vector3 angles)
        {
            Phases.CurrentSubPhase.IsReadyForCommands = false;

            ChosenObstacle.ObstacleGO.transform.position    = position;
            ChosenObstacle.ObstacleGO.transform.eulerAngles = angles;

            ChosenObstacle.ObstacleGO.transform.parent = Board.BoardTransform;

            ChosenObstacle.IsPlaced = true;
            ChosenObstacle          = null;
            IsEnteredPlacementZone  = false;
            IsEnteredPlaymat        = false;

            MovementTemplates.ReturnRangeRulerR1();
            MovementTemplates.ReturnRangeRulerR2();

            FinishSubPhase();
        }