public void stopLaser() { LR.SetPosition(0, holder.position); LR2.SetPosition(0, holder.position); LR.SetPosition(1, holder.position); LR2.SetPosition(1, holder.position); sparks1.transform.position = holder.position; sparks2.transform.position = holder.position; if (currentObject != null) { StartCoroutine(stopSplitter()); } if (currentObject2 != null) { StartCoroutine(stopSplitter2()); } if (targetHit1) { LM.targetHits -= 1; targetHit1 = false; } if (targetHit2) { LM.targetHits -= 1; targetHit2 = false; } // aud.Stop(); }
void Start() { LR.SetPosition(0, holder.position); LR2.SetPosition(0, holder.position); LR.SetPosition(1, holder.position); LR2.SetPosition(1, holder.position); holder = GameObject.Find("Holder").transform; aud = GetComponent <AudioSource>(); }
void draw(bool all) { /////////////////////////////////////////////////////////1 int i = 0; while (i < v_size && valuesA[i] != -1 && !fullA) { i++; } if (i == v_size) { fullA = true; } if (fullA) { for (int j = 1; j < v_size; j++) { valuesA[j - 1] = valuesA[j]; } valuesA[v_size - 1] = nbAgents; nbEA = v_size; LR1.SetVertexCount(v_size); } else { valuesA[i] = nbAgents; LR1.SetVertexCount(i); nbEA = i; } ////////////////////////////////////////////////////////2 i = 0; while (i < v_size && valuesF[i] != -1 && !fullF) { i++; } if (i == v_size) { fullF = true; } if (fullF) { for (int j = 1; j < v_size; j++) { valuesF[j - 1] = valuesF[j]; } valuesF[v_size - 1] = nbFood; LR2.SetVertexCount(v_size); nbEF = v_size; } else { valuesF[i] = nbFood; LR2.SetVertexCount(i); nbEF = i; } /////////////////////////////////////////////////////////3 i = 0; while (i < v_size && valuesW[i] != -1 && !fullW) { i++; } if (i == v_size) { fullW = true; } if (fullW) { for (int j = 1; j < v_size; j++) { valuesW[j - 1] = valuesW[j]; } valuesW[v_size - 1] = nbWater; LR3.SetVertexCount(v_size); nbEW = v_size; } else { valuesW[i] = nbWater; LR3.SetVertexCount(i); nbEW = i; } switch (current) { case state.All: { for (int j = 0; j < nbEA; j++) { lastYA = origin.position.y + yScaleA * valuesA[j]; LR1.SetPosition(j, new Vector3(origin.position.x + j * xScaleA, origin.position.y + yScaleA * valuesA[j], origin.position.z)); } for (int j = 0; j < nbEF; j++) { lastYF = origin.position.y + yScaleF * valuesF[j]; LR2.SetPosition(j, new Vector3(origin.position.x + j * xScaleF, origin.position.y + yScaleF * valuesF[j], origin.position.z)); } for (int j = 0; j < nbEW; j++) { lastYW = origin.position.y + yScaleW * valuesW[j]; LR3.SetPosition(j, new Vector3(origin.position.x + j * xScaleW, origin.position.y + yScaleW * valuesW[j], origin.position.z)); } break; } case state.Agents: { for (int j = 0; j < nbEA; j++) { lastYA = origin.position.y + yScaleA * valuesA[j]; LR1.SetPosition(j, new Vector3(origin.position.x + j * xScaleA, origin.position.y + yScaleA * valuesA[j], origin.position.z)); } break; } case state.Food: { for (int j = 0; j < nbEF; j++) { lastYF = origin.position.y + yScaleF * valuesF[j]; LR2.SetPosition(j, new Vector3(origin.position.x + j * xScaleF, origin.position.y + yScaleF * valuesF[j], origin.position.z)); } break; } case state.Water: { for (int j = 0; j < nbEW; j++) { lastYW = origin.position.y + yScaleW * valuesW[j]; LR3.SetPosition(j, new Vector3(origin.position.x + j * xScaleW, origin.position.y + yScaleW * valuesW[j], origin.position.z)); } break; } } }
public void HitByLaser() { LR.SetPosition(0, transform.position); LR2.SetPosition(0, transform.position); // if (!aud.isPlaying) // aud.Play(); // Debug.Log(GameObject.Find("DividerCube 2").transform.name); // Debug.DrawLine(transform.position, (GameObject.Find(transform.name.ToString() + " 1").transform.position - transform.position).normalized * 100, Color.yellow); RaycastHit hit, hit2; if (Physics.Raycast(new Vector3(transform.position.x, transform.position.y + .25f, transform.position.z), (transform.forward + transform.right).normalized, out hit, 100, layerMask)) { sparks1.transform.position = hit.point; sparks1.transform.rotation = Quaternion.LookRotation(-(transform.forward + transform.right).normalized); if (hit.transform.name == "Sphere") { hit.transform.GetComponent <SphereDestroy>().resetPosition(); } if (hit.transform.name == "TargetCube") { Debug.Log(hit.transform.name); if (!targetHit1) { LM.targetHits += 1; targetHit1 = true; } // hit.transform.GetComponent<TargetBlock>().enterHit(); } else { if (targetHit1) { LM.targetHits -= 1; targetHit1 = false; } } //Debug.Log(hit.transform.name); LR.SetPosition(1, hit.point); // Debug.Log("splitHit"); if (hit.transform.name == "Pyramid") { hit.transform.GetComponent <LaserHit>().HitByLaser(); if (!checkHit1) { currentObject = hit.transform.gameObject; checkHit1 = true; } if (currentObject != hit.transform.gameObject) { StartCoroutine(stopSplitter()); } } else { if (currentObject != null) { StartCoroutine(stopSplitter()); } } } if (Physics.Raycast(new Vector3(transform.position.x, transform.position.y + .25f, transform.position.z), (-transform.forward + transform.right).normalized, out hit2, 100, layerMask)) { // Debug.DrawLine(transform.position, (GameObject.Find(transform.name.ToString() + " 1").transform.position - transform.position).normalized * hit.distance, Color.yellow); // Debug.Log(hit.transform.name); sparks2.transform.position = hit2.point; sparks2.transform.rotation = Quaternion.LookRotation(-(-transform.forward + transform.right).normalized); if (hit2.transform.name == "Sphere") { hit2.transform.GetComponent <SphereDestroy>().resetPosition(); } if (hit2.transform.name == "TargetCube") { if (!targetHit2) { LM.targetHits += 1; targetHit2 = true; } // hit2.transform.GetComponent<TargetBlock>().enterHit(); } else { if (targetHit2) { LM.targetHits -= 1; targetHit2 = false; } } LR2.SetPosition(1, hit2.point); if (hit2.transform.name == "Pyramid") { hit2.transform.GetComponent <LaserHit>().HitByLaser(); // if (hit2.transform.tag == "yes") if (!checkHit2) { currentObject2 = hit2.transform.gameObject; checkHit2 = true; } if (currentObject2 != hit2.transform.gameObject) { StartCoroutine(stopSplitter2()); } } else { if (currentObject2 != null) { StartCoroutine(stopSplitter2()); } } } }
void FixedUpdate() { ray = new Ray2D(goTransform.position, goTransform.up); LR2.SetVertexCount(0); //Check if the ray has hit something hit = Physics2D.Raycast(goTransform.position, this.transform.up, 50, 1 << LayerMask.NameToLayer("UI")); LR.SetPosition(0, new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z + (-5))); Positions[0] = new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z + (-5)); if (hit.collider.tag == "TopBorder") { Debug.DrawRay(goTransform.position, hit.point - (Vector2)goTransform.position, Color.blue); } else //cast the ray 100 units at the specified direction { Debug.DrawRay(goTransform.position, hit.point - (Vector2)goTransform.position, Color.blue); if (hit.collider.name == "RightBoundry") { inDirection = Vector3.Reflect(ray.direction + (new Vector2(0.3f, 0.3f)), hit.normal); } else if (hit.collider.name == "LeftBoundry") { inDirection = Vector3.Reflect(ray.direction + (new Vector2(0.02f, 0.02f)), hit.normal); } //the reflection direction is the reflection of the current ray direction flipped at the hit normal //cast the reflected ray, using the hit point as the origin and the reflected direction as the direction ray = new Ray2D(hit.point, inDirection); Debug.DrawRay(hit.point, hit.normal * 3, Color.red); ray.direction = ray.direction * -1; //hit2 = Physics2D.Raycast(hit.point + ray.direction * 2f, ray.direction, 50f, 1 << LayerMask.NameToLayer("UI")); hit2 = Physics2D.Raycast(hit.point + ray.direction * 2f, ray.direction, 50f, 1 << LayerMask.NameToLayer("UI")); //represent the ray using a line that can only be viewed at the scene tab Debug.DrawRay(hit.point, ray.direction, Color.blue); if (hit2) { print(hit2.collider.name); //hit3 = Physics2D.Raycast(hit.point + ray.direction * 2f, -ray.direction, 50f, 1 << LayerMask.NameToLayer("UI")); //LR2.SetVertexCount(2); //LR2.SetPosition(0, hit.point); //LR2.SetPosition(1, hit.point + ray.direction * 20f); LR2.SetVertexCount(2); LR2.SetPosition(0, hit2.point); LR2.SetPosition(1, hit2.point + -(ray.direction) * 20f); } else { LR2.SetVertexCount(0); } } LR.SetPosition(1, transform.up * 20 + transform.position); this.GetComponent <LineRenderer>().material.mainTextureOffset = new Vector2(Mathf.Lerp(max, min, t), 0f); t += 0.15f * Time.deltaTime; if (t >= 1f) { t = 0; } }