コード例 #1
0
ファイル: VisionBuff.cs プロジェクト: 329258385/War-of-Free
 private void Awake()
 {
     _sight = GetComponent <AISight>();
 }
コード例 #2
0
        private void Update()
        {
            var targetTransform = TargetOverride == null ? transform.parent : TargetOverride.transform;

            if (targetTransform == null)
            {
                return;
            }

            if (_cachedTransform != targetTransform)
            {
                _cachedTransform = targetTransform;
                _cachedSight     = _cachedTransform.GetComponent <AISight>();
                _cachedMotor     = _cachedTransform.GetComponent <CharacterMotor>();
            }

            if (_cachedSight == null)
            {
                return;
            }

            var character = Characters.Get(_cachedSight.gameObject);

            if (character.Motor.IsAlive && (DisplayWhenAway || character.IsAnyInSight(0)))
            {
                _alpha += Time.deltaTime * FadeSpeed;
            }
            else
            {
                _alpha -= Time.deltaTime * FadeSpeed;
            }

            if (_cachedMotor != null)
            {
                var target = _cachedMotor.AimTarget;
                target.y = transform.position.y;

                transform.LookAt(target);
            }

            _alpha = Mathf.Clamp01(_alpha);
            _mesh.Clear();

            var vertexCount = Detail * 3;
            var indexCount  = Detail * 3;

            if (_positions == null || _positions.Length != vertexCount)
            {
                _positions = new Vector3[vertexCount];
            }

            if (_colors == null || _colors.Length != vertexCount)
            {
                _colors = new Color[vertexCount];
            }

            if (_uv == null || _uv.Length != vertexCount)
            {
                _uv = new Vector2[vertexCount];
            }

            var wasEdited = false;

            if (_alpha >= 1f / 255f)
            {
                wasEdited = true;

                var fov      = _cachedSight.FieldOfView * _alpha;
                var distance = _cachedSight.Distance;

                for (int i = 0; i < Detail; i++)
                {
                    float a0 = fov * ((float)i / (float)Detail - 0.5f) + 90;
                    float a1 = fov * ((float)(i + 1) / (float)Detail - 0.5f) + 90;

                    _positions[i * 3 + 0] = Vector3.zero;
                    _positions[i * 3 + 1] = new Vector3(Mathf.Cos(a1 * Mathf.Deg2Rad), 0, Mathf.Sin(a1 * Mathf.Deg2Rad)) * distance;
                    _positions[i * 3 + 2] = new Vector3(Mathf.Cos(a0 * Mathf.Deg2Rad), 0, Mathf.Sin(a0 * Mathf.Deg2Rad)) * distance;
                }

                for (int i = 0; i < _colors.Length; i++)
                {
                    _colors[i] = new Color(1, 1, 1, _alpha);
                }

                for (int i = 0; i < _uv.Length; i++)
                {
                    _uv[i] = new Vector2((_positions[i].x / distance) * 0.5f + 0.5f, (_positions[i].z / distance) * 0.5f + 0.5f);
                }

                if (_indices == null || _indices.Length != indexCount)
                {
                    _indices = new int[indexCount];

                    for (int i = 0; i < _indices.Length; i++)
                    {
                        _indices[i] = i;
                    }
                }
            }

            if (wasEdited || !_hasSetAtLeastOnce)
            {
                _hasSetAtLeastOnce = true;

                _mesh.vertices  = _positions;
                _mesh.colors    = _colors;
                _mesh.uv        = _uv;
                _mesh.triangles = _indices;
            }
        }