コード例 #1
0
    public void setNewLink(RaycastHit pShapeHit, GameObject link)
    {
        clearLink();

        // Set currentEffect to linked effect
        if (link.GetComponent <PhysicsEffect>())
        {
            currentEffect = link.GetComponent <PhysicsEffect>();
            currentEffect.PrimeEffect(pShapeHit);
        }
        else
        {
            if (link.GetComponentInChildren <ForceField>())
            {
                currentEffect = link.GetComponentInChildren <ForceField>();
                currentEffect.PrimeEffect(pShapeHit);
            }
            else if (link.GetComponentInChildren <OrbitalField>())
            {
                currentEffect = link.GetComponentInChildren <OrbitalField>();
                currentEffect.PrimeEffect(pShapeHit);
            }
        }


        GameObject newLink          = Instantiate(link, currentCapturePivot);
        Transform  newLinkTransform = newLink.transform;

        newLinkTransform.localScale       = new Vector3(1, 1, 1); // Clamp size to always keep in view
        newLinkTransform.localPosition    = Vector3.zero;
        newLinkTransform.gameObject.layer = LayerMask.NameToLayer(capturedLayer);
        traverseChildren(newLinkTransform);

        currentCapture = newLink;
    }
コード例 #2
0
ファイル: CircularGravity.cs プロジェクト: dqchess/Pascal
            //Used to add to the effectedObjectList
            public void AddedEffectedObject(Rigidbody touchedObject, PhysicsEffect physicsEffect, GameObject attachedGameObject)
            {
                if (effectedObjectList.Count == 0)
                {
                    EffectedObject effectedObject = new EffectedObject(Time.time, touchedObject, physicsEffect);
                    effectedObjectList.Add(effectedObject);

                    CreateAttachedGameObject(touchedObject, attachedGameObject);
                }
                else if ((effectedObjectList.Count > 0))
                {
                    bool checkIfExists = false;

                    foreach (EffectedObject item in effectedObjectList)
                    {
                        if (item.touchedObject == touchedObject)
                        {
                            item.effectedTime = Time.time;
                            checkIfExists     = true;
                            break;
                        }
                    }

                    if (!checkIfExists)
                    {
                        EffectedObject effectedObject = new EffectedObject(Time.time, touchedObject, physicsEffect);
                        effectedObjectList.Add(effectedObject);

                        CreateAttachedGameObject(touchedObject, attachedGameObject);
                    }
                }
            }
コード例 #3
0
    private void shoot(bool link, RaycastHit hit)
    {
        Collider      col           = hit.collider;
        PhysicsEffect physicsEffect = GetEffect(col.transform);

        // Links a Physics Shape, and stores its properties
        if (link)
        {
            if (col.CompareTag("PhysicsShape"))
            {
                ActiveEffectDisplay.instance.StoreEffectText(physicsEffect);
                CaptureManager.instance.setNewLink(hit, col.gameObject); // Does not hit field shapes
            }
        }
        // Shoots the stored properties into a PhysicsObject (Any regular object)
        else
        {
            //apply to player
            if (col.CompareTag("PhysicsShape"))
            {
                CaptureManager.instance.applyLink(hit, player);
            }
            //apply to object
            else if (col.CompareTag("PhysicsObject"))
            {
                CaptureManager.instance.applyLink(hit);
            }
        }
    }
コード例 #4
0
 //Apply Link for the player
 public void applyLink(RaycastHit hit, GameObject obj)
 {
     //if (currentEffect != null)
     //{
     currentEffect = hit.transform.gameObject.GetComponent <PhysicsEffect>();
     obj.GetComponent <EffectsManager>().AddEffect(hit, currentEffect, obj);
     //}
 }
コード例 #5
0
 public void RemoveEffect(PhysicsEffect effect)
 {
     if (currentEffects.ContainsKey(effect))
     {
         effect.RemoveEffectedObj(this);
         currentEffects.Remove(effect);
     }
 }
コード例 #6
0
 public void UpdateMagnitude(PhysicsEffect effect)
 {
     if (currentEffects.ContainsKey(effect))
     {
         TrackedEffect effectInfo = currentEffects[effect];
         effect.ApplyEffect(effectInfo.hitInfo); // does not work for field shapes
     }
 }
コード例 #7
0
 // Add effect to player
 public void AddEffect(RaycastHit hitInfo, PhysicsEffect effect, GameObject player)
 {
     //Debug.Log("Effect: " + effect);
     //Does not work for Fields
     if (!currentEffects.ContainsKey(effect))
     {
         if (!effect.isOneShotEffect)
         {
             currentEffects.Add(effect, new TrackedEffect(effect, hitInfo));
             effect.AddEffectedObj(this);
         }
         effect.ApplyEffect(hitInfo, player);
     }
 }
コード例 #8
0
    public void AddEffect(RaycastHit hitInfo, PhysicsEffect effect)
    {
        //TODO prevents exact same effect from being added, but later we should make it so
        //if an updated version of an effect type is added, the original is removed etc.

        //Debug.Log("Effect: " + effect);
        //Does not work for Fields
        if (!currentEffects.ContainsKey(effect))
        {
            if (!effect.isOneShotEffect)
            {
                currentEffects.Add(effect, new TrackedEffect(effect, hitInfo));
                effect.AddEffectedObj(this);
            }
            effect.ApplyEffect(hitInfo);
        }
    }
コード例 #9
0
 public void StoreEffectText(PhysicsEffect effect)
 {
     this.effect = effect;
 }
コード例 #10
0
ファイル: CircularGravity.cs プロジェクト: dqchess/Pascal
 public EffectedObject(float effectedTime, Rigidbody touchedObject, PhysicsEffect physicsEffect)
 {
     this.effectedTime  = effectedTime;
     this.touchedObject = touchedObject;
     this.physicsEffect = physicsEffect;
 }
コード例 #11
0
 public TrackedEffect(PhysicsEffect effect, RaycastHit hitInfo)
 {
     this.effect  = effect;
     this.hitInfo = hitInfo;
 }