コード例 #1
0
    public void AddToRoad(Road r)
    {
        float angle = 90 - r.transform.eulerAngles.y;

        angle = Mathf.Repeat(angle, 360);
        Vector3 joinPoint = r.Joint2;
        Vector3 offset    = Polar.FromPolar(Mathf.Deg2Rad * angle, RadiusOuter, Vector3.zero);
        Vector3 pos       = joinPoint + offset;

        pos.y = 0;
        transform.position = pos;
        DisableBoundary(-r.transform.forward, false);
        _roads.Add(r);

        // Spawn AIs
        int spawns = Random.Range(_minMaxAiSpawns.x, _minMaxAiSpawns.y) + HighwayManagement.SpawnIncrement;

        for (int i = 0; i < spawns; ++i)
        {
            var   ai    = Instantiate <Ai>(_aiPrefabs[Random.Range(0, _aiPrefabs.Length)]);
            float theta = Random.Range(0, Mathf.PI * 2);
            ai.transform.position = Polar.FromPolar(theta, RadiusOuter, transform.position);
            ai.transform.forward  = Polar.PolarForward(theta, RadiusOuter);
        }
    }
コード例 #2
0
    public void AddToRoundabout(Roundabout r, float angleDeg)
    {
        angleDeg = Mathf.Repeat(angleDeg, 360);
        transform.eulerAngles = new Vector3(0, angleDeg, 0);
        Vector3 target = Polar.FromPolar(angleDeg * Mathf.Deg2Rad, r.RadiusOuter, r.transform.position);

        transform.position = r.transform.position;
        _r1 = r;
    }
コード例 #3
0
ファイル: HighwayManagement.cs プロジェクト: SixWays/LD47
    public static void OnPlayerDie(Player.DeathType type)
    {
        if (_i._firstRoundabout)
        {
            _i.StartCoroutine(_Respawn());
        }
        else if (_i._lives == 0)
        {
            _i._dead = true;
        }
        else
        {
            --_i._lives;
            _i.StartCoroutine(_Respawn());
        }

        if (_i._dead)
        {
            _i._onDie.Invoke();
            if (!Roundabout.Active.OffsetCamera)
            {
                var camEnd = Camera.main.transform.position + Vector3.right * 10;
                _i.StartCoroutine(MoveCamera(_i._camDeathTime, camEnd, () => {
                    DeathsUi.OnDeath(type, true);
                }));
            }
            else
            {
                DeathsUi.OnDeath(type, true);
            }
        }
        else
        {
            _i._onCrash.Invoke();
            DeathsUi.OnDeath(type, false);
        }

        IEnumerator _Respawn()
        {
            yield return(new WaitForSeconds(_i._respawnTime));

            Destroy(Player.Instance.gameObject);
            yield return(null);

            var player = Instantiate <Player>(_i._playerPrefab);

            player.transform.position = Polar.FromPolar(0, Roundabout.Active.RadiusInner, Roundabout.Active.transform.position);
            player.transform.forward  = Polar.PolarForward(0, Roundabout.Active.RadiusInner);
        }
    }
コード例 #4
0
 protected virtual void OnTriggerEnter(Collider c)
 {
     if (!_currentRoad && !_currentRoundabout)
     {
         // Just spawned
         if (_canStartOnRoad)
         {
             _currentRoad = c.GetComponent <Road>();
         }
         _currentRoundabout = c.GetComponent <Roundabout>();
         if (_currentRoad)
         {
             transform.position = _nearestEntry;
             transform.forward  = _currentRoadFwd = _currentRoad.GetForward(transform.position);
         }
         else if (_currentRoundabout)
         {
             _theta             = Polar.ToPolar(transform.position, _currentRoundabout.transform.position);
             transform.position = Polar.FromPolar(_theta, _currentRoundabout.RadiusOuter, _currentRoundabout.transform.position);
             transform.forward  = Polar.PolarForward(_theta, _currentRoundabout.RadiusOuter);
         }
     }
     else if (_currentRoad)
     {
         var r = c.GetComponent <Roundabout>();
         if (r)
         {
             _currentRoundabout = r;
             _theta             = Polar.ToPolar(transform.position, _currentRoundabout.transform.position);
             Vector3 target = Polar.FromPolar(_theta + _entryOffsetRadians, CurrentRadius, _currentRoundabout.transform.position);
             Vector3 fwd    = Polar.PolarForward(_theta + _entryOffsetRadians, CurrentRadius);
             Transfer(target, fwd, () => {
                 _currentRoad = null;
                 _theta       = _theta + _entryOffsetRadians;
             });
             OnEnteredRoundabout(r);
         }
     }
 }
コード例 #5
0
 void LateUpdate()
 {
     if (_transfer == null)
     {
         float distance = Speed * Time.deltaTime;
         if (_currentRoad)
         {
             transform.position += _currentRoadFwd * distance;
         }
         else if (_currentRoundabout)
         {
             // c = 2pr
             // l = theta r
             // theta = l/r
             float dTheta = distance / CurrentRadius;
             _theta            += dTheta;
             _theta             = Mathf.Repeat(_theta, Mathf.PI * 2);
             transform.position = Polar.FromPolar(_theta, CurrentRadius, _currentRoundabout.transform.position);
             transform.forward  = Polar.PolarForward(_theta, CurrentRadius);
         }
     }
 }
コード例 #6
0
    protected void Transfer(Vector3 endPoint, Vector3 endFwd, System.Action onTransferred = null)
    {
        _transfer = StartCoroutine(_Transfer());
        IEnumerator _Transfer()
        {
            Vector3 startFwd   = transform.forward;
            Vector3 startPoint = transform.position;

            endPoint += endFwd * (Vector3.Distance(startPoint, endPoint) / 2);

            // Get circle
            Vector3 startRight = transform.right;
            Vector3 endRight   = Vector3.Cross(endFwd, Vector3.up);
            Vector2 ctr2       = Vector2.zero;
            Vector3 p0         = startPoint;
            Vector3 p1         = startPoint + (startRight * 100);
            Vector3 p2         = endPoint;
            Vector3 p3         = endPoint - (endRight * 100);

            // Try every f*****g permutation
            if (!LineIntersection(XZ(p0), XZ(p1), XZ(p2), XZ(p3), ref ctr2))
            {
                p3 = endPoint + (endRight * 100);
                if (!LineIntersection(XZ(p0), XZ(p1), XZ(p2), XZ(p3), ref ctr2))
                {
                    p1 = startPoint - (startRight * 100);
                    if (!LineIntersection(XZ(p0), XZ(p1), XZ(p2), XZ(p3), ref ctr2))
                    {
                        p3 = endPoint - (endRight * 100);
                        LineIntersection(XZ(p0), XZ(p1), XZ(p2), XZ(p3), ref ctr2);
                    }
                }
            }
            Vector3 centre = new Vector3(ctr2.x, 0, ctr2.y);
            float   radius = Vector3.Distance(startPoint, centre);

            float dTheta     = Vector3.SignedAngle(startFwd, endFwd, -Vector3.up) * Mathf.Deg2Rad;
            float arcLength  = Mathf.Abs(dTheta * radius);
            float startTheta = Mathf.Repeat(Polar.ToPolar(transform.position, centre), Mathf.PI * 2);
            float endTheta   = startTheta + dTheta;

            float time = arcLength / Speed;

            // Debug.DrawLine(p0, p1, Color.magenta, 10f);
            // Debug.DrawLine(p2, p3, Color.magenta, 10f);
            // Debug.DrawRay(startPoint, startFwd*100, Color.yellow, 10f);
            // Debug.DrawRay(endPoint, endFwd*100, Color.yellow, 10f);
            // Debug.DrawLine(startPoint, centre, Color.green, 10f);
            _tp0    = p0;
            _tp1    = p1;
            _tp2    = p2;
            _tp3    = p3;
            _tStart = startPoint;
            _tsFwd  = startFwd;
            _tEnd   = endPoint;
            _teFwd  = endFwd;
            _tCtr   = centre;
            _tRad   = radius;

            float t = 0;

            while (t < time)
            {
                float p     = t / time;
                float theta = Mathf.Lerp(startTheta, endTheta, p);
                theta = Mathf.Repeat(theta, Mathf.PI * 2);
                Vector3 circlePos = Polar.FromPolar(theta, radius, centre);
                transform.position = Vector3.Lerp(circlePos, Vector3.Lerp(startPoint, endPoint, p), Mathf.Sqrt(p));
                transform.rotation = Quaternion.Slerp(Quaternion.LookRotation(startFwd, Vector3.up), Quaternion.LookRotation(endFwd, Vector3.up), p);
                t += Time.deltaTime;
                yield return(null);
            }

            transform.position = endPoint;
            transform.forward  = endFwd;
            onTransferred?.Invoke();
            _transfer = null;
        }
    }