コード例 #1
0
ファイル: ScanState.cs プロジェクト: yueChin/tanks-test
 /// <summary>
 /// 扫描坦克
 /// </summary>
 private void ScanTank()
 {
     //侧边发出射线,扫描目标
     mHit = Physics.Raycast(GameObject.transform.position, GameObject.transform.right, out mRaycastHit, mScanRange * mFireMissile.Size);
     if (mHit)
     {
         if (mRaycastHit.transform.tag == "Tank")
         {
             Debug.Log(mRaycastHit.GetType());
             if (Vector3.Distance(GameObject.transform.position, mRaycastHit.transform.position) > mMinScanRange) //如果目标太近,不进行瞄准动作
             {
                 mIsScanTrue  = true;                                                                             //发现目标
                 mAimTankPos  = mRaycastHit.transform.position;                                                   //保存发现目标的位置
                 mAimHashCode = mRaycastHit.transform.gameObject.GetHashCode();
             }
         }
     }
 }
コード例 #2
0
ファイル: Player.cs プロジェクト: VTMNKLL/DungeonThing
    // Update is called once per frame
    void Update()
    {
        forwardDirection = this.transform.forward;

        if (currentCell != null)
        {
            if (Input.GetKeyDown(KeyCode.W))
            {
                //if (currentCell.north != null)
                //{
                //Debug.Log("Setting target cell...");
                //transform.position = currentCell.north.transform.position;
                //targetCell = currentCell.north;
                moveDirection += 1;
                turnDirection  = 0;
                lastAction     = Action.Step;
                //}
            }

            if (Input.GetKeyDown(KeyCode.S))
            {
                //if (currentCell.south != null)
                //{
                //Debug.Log("Setting target cell...");
                //transform.position = currentCell.south.transform.position;
                //targetCell = currentCell.south;
                moveDirection -= 1;
                turnDirection  = 0;
                lastAction     = Action.Step;
                //}
            }

            if (Input.GetKeyDown(KeyCode.A))
            {
                //if (currentCell.west != null)
                //{
                //Debug.Log("Setting target cell...");
                //transform.position = currentCell.north.transform.position;
                //targetCell = currentCell.west;
                turnDirection -= 1;
                moveDirection  = 0;
                lastAction     = Action.Turn;
                //}
            }

            if (Input.GetKeyDown(KeyCode.D))
            {
                //if (currentCell.east != null)
                //{
                //Debug.Log("Setting target cell...");
                //transform.position = currentCell.south.transform.position;
                //targetCell = currentCell.east;
                turnDirection += 1;
                moveDirection  = 0;
                lastAction     = Action.Turn;
                //}
            }

            if (Input.GetMouseButton(0))
            {
                //lastAction = Action.Click;
                lastClickRay = TouchRay;
                Debug.Log("Attempting Raycast...");
                //Ray ray = lastClickRay;
                lastAction = (Physics.Raycast(lastClickRay, out lastHit, reach)) ? Action.Click : Action.None; // make sure raycast is valid
            }

            if (_gameManager.gameTimer.playerActFirstFrame)// && targetCell != null)
            {
                if (lastAction == Action.Step)
                {
                    finalDirection = moveDirection * forwardDirection;
                    angle          = Mathf.Atan2(finalDirection.x, finalDirection.z) * Mathf.Rad2Deg;

                    if (finalDirection.magnitude > 0 && angle >= -45 && angle < 45 && currentCell.north != null && !(currentCell.north.Content.Type == GameEnum.GridCellContentType.Wall || currentCell.north.Content.Type == GameEnum.GridCellContentType.Item))
                    {
                        targetCell = currentCell.north;
                    }
                    if (finalDirection.magnitude > 0 && (angle > 135 || angle < -135) && currentCell.south != null && !(currentCell.south.Content.Type == GameEnum.GridCellContentType.Wall || currentCell.south.Content.Type == GameEnum.GridCellContentType.Item))
                    {
                        targetCell = currentCell.south;
                    }
                    if (finalDirection.magnitude > 0 && (angle > 45 && angle < 135) && currentCell.east != null && !(currentCell.east.Content.Type == GameEnum.GridCellContentType.Wall || currentCell.east.Content.Type == GameEnum.GridCellContentType.Item))
                    {
                        targetCell = currentCell.east;
                    }
                    if (finalDirection.magnitude > 0 && (angle > -135 && angle < -45) && currentCell.west != null && !(currentCell.west.Content.Type == GameEnum.GridCellContentType.Wall || currentCell.west.Content.Type == GameEnum.GridCellContentType.Item))
                    {
                        targetCell = currentCell.west;
                    }

                    if (targetCell != null)
                    {
                        Debug.Log("!!!!Setting Current Cell!!!!");
                        CurrentCell = targetCell;
                        targetCell  = null;
                        progressThruMoveAnimation = 0;
                        animatingMove             = true;
                    }
                }
                else if (lastAction == Action.Turn)
                {
                    if (Mathf.Abs(turnDirection) > 0)
                    {
                        if (turnDirection > 1)
                        {
                            turnDirection = 1;
                        }
                        if (turnDirection < -1)
                        {
                            turnDirection = -1;
                        }
                        Debug.Log("!!!!SETTING TURN!!!!");
                        targetDirection = Quaternion.AngleAxis(turnDirection * 90, Vector3.up) * forwardDirection;

                        lastRotation   = this.transform.rotation;
                        targetRotation = Quaternion.AngleAxis(turnDirection * 90, Vector3.up) * this.transform.rotation;

                        // SHOULD ACTUALLY ALIGN TO A CARDINAL DIRECTION (declare four quaternions at top)

                        progressThruTurnAnimation = 0;
                        animatingTurn             = true;
                    }
                }
                else if (lastAction == Action.Click)
                {
                    // assumes valid raycast
                    Debug.Log("Hit!! " + lastHit.GetType());
                    GameObject thing = lastHit.collider.gameObject;
                    if (thing.transform.parent != null)
                    {
                        GridCellContent content = thing.GetComponentInParent <GridCellContent>();
                        if (content != null)
                        {
                            if (content.Type == GameEnum.GridCellContentType.Item)
                            {
                                content.MyCell.Content = content.OriginFactory.Get(GameEnum.GridCellContentType.Empty);
                                //Debug.Log("Number left: " + content.Recycle());
                            }
                        }
                    }

                    //Transform objectHit = hit.transform;

                    // Do something with the object that was hit by the raycast.
                }

                moveDirection = 0;
                turnDirection = 0;
                //lastHit = null;
                //lastClickRay = null;
                lastAction = Action.None;
            }
        }

        if (animatingMove)
        {
            //this.transform.position += new Vector3(0,Mathf.Sin(progressThruMoveAnimation / _gameManager.gameTimer.executionTime));

            progressThruMoveAnimation += Time.deltaTime;
            if (progressThruMoveAnimation / _gameManager.gameTimer.executionTime > 1)
            {
                progressThruMoveAnimation = _gameManager.gameTimer.executionTime;
                animatingMove             = false;
            }
            Vector3 vel = new Vector3();
            this.transform.position  = Vector3.Lerp(lastCell.transform.position, currentCell.transform.position, progressThruMoveAnimation / _gameManager.gameTimer.executionTime);
            this.transform.position += new Vector3(0, .05f * Mathf.Cos(stepMultiplier * Mathf.PI * progressThruMoveAnimation / _gameManager.gameTimer.executionTime) * Mathf.Sin(2 * Mathf.PI * progressThruMoveAnimation / _gameManager.gameTimer.executionTime), 0);
            debugValue = progressThruMoveAnimation / _gameManager.gameTimer.executionTime;
        }

        if (animatingTurn)
        {
            progressThruTurnAnimation += Time.deltaTime;
            if (progressThruTurnAnimation > 1)
            {
                progressThruTurnAnimation = 1;
                animatingTurn             = false;
            }
            this.transform.rotation = Quaternion.Slerp(lastRotation, targetRotation, progressThruTurnAnimation / _gameManager.gameTimer.executionTime);
        }
    }