private void MoveSection() { if (SECTION_MOVELEFT) { Vector3 left = TrackDataHelper.SectionGetRotation(TRACK_DATA.SECTIONS[SECTION_CURRENT]) * -Vector3.right; TRACK_DATA.SECTIONS[SECTION_CURRENT].SECTION_POSITION += left * Section_MOVEAMOUNT; SECTION_MOVELEFT = false; } if (SECTION_MOVERIGHT) { Vector3 right = TrackDataHelper.SectionGetRotation(TRACK_DATA.SECTIONS[SECTION_CURRENT]) * Vector3.right; TRACK_DATA.SECTIONS[SECTION_CURRENT].SECTION_POSITION += right * Section_MOVEAMOUNT; SECTION_MOVERIGHT = false; } if (SECTION_MOVEFORWARD) { Vector3 forward = TrackDataHelper.SectionGetRotation(TRACK_DATA.SECTIONS[SECTION_CURRENT]) * Vector3.forward; TRACK_DATA.SECTIONS[SECTION_CURRENT].SECTION_POSITION += forward * Section_MOVEAMOUNT; SECTION_MOVEFORWARD = false; } if (SECTION_MOVEBACK) { Vector3 back = TrackDataHelper.SectionGetRotation(TRACK_DATA.SECTIONS[SECTION_CURRENT]) * Vector3.back; TRACK_DATA.SECTIONS[SECTION_CURRENT].SECTION_POSITION += back * Section_MOVEAMOUNT; SECTION_MOVEBACK = false; } }
private void UpdateCurrentSection() { if (!iSectionFound) { return; } // update respawn respawnPosition = r.currentSection.SECTION_NEXT.SECTION_POSITION; respawnPosition.y += r.settings.AG_HOVER_HEIGHT; respawnRotation = TrackDataHelper.SectionGetRotation(r.currentSection.SECTION_NEXT); }
private void UpdateDirection() { Vector3 trackRot = TrackDataHelper.SectionGetRotation(r.currentSection) * Vector3.forward; float dot = Vector3.Dot(transform.forward, trackRot.normalized); if (dot > 0) { r.facingFoward = true; } else if (dot < 0) { r.facingFoward = false; } }
private void OnDrawGizmos() { if (TRACK_DATA == null) { return; } Vector3 pos = Vector3.zero; Vector3 pos2 = Vector3.zero; Color gizmoColor = Color.white; for (int i = 0; i < TRACK_DATA.SECTIONS.Count; i++) { // get positions to draw line pos = TRACK_DATA.SECTIONS[i].SECTION_POSITION; pos2 = pos + TRACK_DATA.SECTIONS[i].SECTION_NORMAL * 1; // draw sphere and line gizmoColor = Color.white; if ((TR_FLAGPAINTER != null && TRACK_DATA.SECTIONS[i] == highlightedSection && PAINT_MODE == E_PAINTMODE.SECTION) || (EDIT_SECITIONPOSITIONS && i == SECTION_CURRENT)) { gizmoColor = Color.red; } Gizmos.color = gizmoColor; Gizmos.DrawWireSphere(pos, 0.2f); Gizmos.DrawWireSphere(pos2, 0.2f); Gizmos.DrawLine(pos, pos2); // draw line between sections if (i < TRACK_DATA.SECTIONS.Count - 1) { pos2 = TRACK_DATA.SECTIONS[i + 1].SECTION_POSITION; Gizmos.DrawLine(pos, pos2); } // draw orientation pos = pos + TRACK_DATA.SECTIONS[i].SECTION_NORMAL * 0.5f; pos2 = pos + (TrackDataHelper.SectionGetRotation(TRACK_DATA.SECTIONS[i]) * Vector3.forward) * 1; Gizmos.DrawLine(pos, pos2); } }
public void FindSpawnTiles() { // clear any previous spawns spawnPositions.Clear(); spawnRotations.Clear(); // search through each tile for spawn tiles for (int i = 0; i < TRACK_DATA.TILES_FLOOR.Count; i++) { // if this tile is a spawn tile then add it to the spawn transform arrays if (TRACK_DATA.TILES_FLOOR[i].TILE_TYPE == E_TILETYPE.SPAWN) { Vector3 spawnPos = TRACK_DATA.TILES_FLOOR[i].TILE_POSITION; spawnPos.y += 0.5f; spawnPositions.Add(spawnPos); spawnRotations.Add(TrackDataHelper.SectionGetRotation(TRACK_DATA.TILES_FLOOR[i].TILE_SECTION)); Vector3 cameraPos = TRACK_DATA.TILES_FLOOR[i].TILE_SECTION.SECTION_POSITION; cameraPos.y += 0.5f; spawnCameraLocations.Add(cameraPos); } } }
private void FollowTrack() { // parent camera transform.parent = r.transform; // only follow track if current section exist if (r.currentSection == null) { return; } // position and rotate track helper (this is so we have a transform to work with) TrSection current = r.currentSection; Vector3 currentSegment = current.SECTION_POSITION; cameraHelper.transform.position = currentSegment; Quaternion currentRot = TrackDataHelper.SectionGetRotation(current); cameraHelper.transform.rotation = currentRot; // figure out the camera's offset to the track Vector3 cameraOffset = cameraHelper.transform.InverseTransformPoint(transform.position); // figure out which way the ship is facing and interpolate track direction dot product value to it Vector3 trackForward = cameraHelper.transform.forward; tcDirectionLag = Mathf.Lerp(tcDirectionLag, Vector3.Dot(transform.forward, trackForward), Time.deltaTime * (tcSpeed * 0.5f)); tcTrackOffset = Vector3.Lerp(tcTrackOffset, cameraOffset * tcDirectionLag, Time.deltaTime * (tcSpeed * 0.65f)); tcFinalOffset = Vector3.Lerp(tcFinalOffset, cameraOffset, Time.deltaTime * (tcSpeed * 0.65f)); // figure out which side of the track the camera is on (this is for positioning reasons) Vector3 trackSide = cameraHelper.transform.right; float sideDot = Vector3.Dot(transform.forward, trackSide); float sideFinal = Mathf.Sign(cameraOffset.x) * -Mathf.Sign(sideDot); // interpolate positions tcX = Mathf.Lerp(tcX, -tcTrackOffset.x * r.settings.CAMERA_OFFSET_SENSITIVITY.x, Time.deltaTime * (r.settings.CAMERA_OFFSET_SPEED.x)); tcY = Mathf.Lerp(tcY, Mathf.Abs(tcFinalOffset.x) * r.settings.CAMERA_OFFSET_SENSITIVITY.y, Time.deltaTime * (r.settings.CAMERA_OFFSET_SPEED.y * 0.15f)); tcZ = Mathf.Lerp(tcZ, (Mathf.Abs(cameraOffset.x) * r.settings.CAMERA_OFFSET_SENSITIVITY.z) * (sideFinal * (1 - Mathf.Abs(tcDirectionLag))), Time.deltaTime * (r.settings.CAMERA_OFFSET_SPEED.z * 0.4f)); // increase/decrease distance to ship on slopes float upDir = Vector3.Dot(Vector3.up, r.transform.forward); tcPitchOffset = Mathf.Lerp(tcPitchOffset, upDir * 0.2f, Time.deltaTime * tcSpeed); // fall Offsets if (r.sim.isShipGrounded) { tcFallTimer = 0; tcFallTimerGain = 0; } else { tcFallTimer += Time.deltaTime; } if (tcFallTimer > 0.2f) { tcFallTimerGain = Mathf.Lerp(tcFallTimerGain, 0.8f, Time.deltaTime); tcFallLagY = Mathf.Lerp(tcFallLagY, 0.4f, Time.deltaTime * tcFallTimerGain); tcFallLagZ = Mathf.Lerp(tcFallLagZ, -0.8f, Time.deltaTime * (tcFallTimerGain * 4)); } else { tcFallTimerGain = 0; tcFallLagY = Mathf.Lerp(tcFallLagY, 0.0f, Time.deltaTime * 4); tcFallLagZ = Mathf.Lerp(tcFallLagZ, 0.0f, Time.deltaTime * 4); } // apply camera offset transform.localPosition = new Vector3(r.settings.CAMERA_OFFSET_TRACK.x + tcX, r.settings.CAMERA_OFFSET_TRACK.y + tcY + tcFallLagY, r.settings.CAMERA_OFFSET_TRACK.z + tcZ + tcPitchOffset + tcFallLagZ); // update Rotation transform.rotation = r.transform.rotation; // update FoV r.cam.fieldOfView = 75.0f; }