コード例 #1
0
ファイル: RevealableObject.cs プロジェクト: heze8/Aether
    public void Reveal()
    {
        if (m_TargetOpacity == 1)
        {
            return;
        }

        m_TargetOpacity = 1;

        // TODO: Optimize this
        Collider[] colliders = Physics.OverlapSphere(transform.position, m_TerrainRevealRadius);

        foreach (Collider c in colliders)
        {
            RevealableTerrain target = c.GetComponent <RevealableTerrain>();

            if (target == null)
            {
                continue;
            }

            target.PaintAtPosition(transform.position, m_TerrainRevealRadius);
        }

        PlayAudioFx();
    }
コード例 #2
0
ファイル: RevealableActor.cs プロジェクト: heze8/Aether
    IEnumerator UpdateVisibilityFlags()
    {
        while (true)
        {
            Collider[] colliders = Physics.OverlapSphere(transform.position, m_RevealRadius, m_TerrainLayerMask);

            float startTime    = Time.time;
            bool  shouldReveal = false;

            foreach (Collider c in colliders)
            {
                RevealableTerrain target = c.GetComponent <RevealableTerrain>();

                if (target == null)
                {
                    continue;
                }

                Vector3[] positions = target.GetVertexPositions();
                Color32[] colors    = target.GetVertexColors();

                if (positions == null)
                {
                    continue;
                }

                if (colors == null)
                {
                    continue;
                }

                for (int i = 0; i < positions.Length; ++i)
                {
                    if (Vector3.Distance(transform.position, positions[i]) <= m_RevealRadius)
                    {
                        if (colors[i].r > 0)
                        {
                            shouldReveal = true;
                        }
                    }

                    if (Time.time - startTime > 0.5f)
                    {
                        yield return(null);
                    }
                }
            }

            m_IsVisible = shouldReveal;
            yield return(null);
        }
    }
コード例 #3
0
ファイル: RevealActor.cs プロジェクト: heze8/Aether
    private void PaintVertex()
    {
        float modulatedRadius = m_Radius / 2;

        Collider[] colliders = Physics.OverlapSphere(transform.position, modulatedRadius, m_VertexPaintMask);

        foreach (Collider c in colliders)
        {
            RevealableTerrain target = c.GetComponent <RevealableTerrain>();

            if (target == null)
            {
                continue;
            }

            target.PaintAtPosition(transform.position, modulatedRadius, m_VertexPaintCurve);
        }
    }