public Vector2 MoveWithGameObjects(Vector2 delta, List <GameObject> attachedObjects) { gameObjectsToIgnoreCollisonsWith.AddRange(attachedObjects); Vector2 newDelta = new Vector2(delta.x, delta.y); if (delta.x != 0) { newDelta.x = CalculateMoveX(delta); } if (delta.y != 0) { newDelta.y = CalculateMoveY(delta); } foreach (GameObject go in attachedObjects) { MovementControllerScript mcs = go.GetComponent <MovementControllerScript>(); mcs.gameObjectsToIgnoreCollisonsWith.Add(gameObject); Vector2 objectDelta = new Vector2(0, 0); if (delta.x != 0) { objectDelta.x = mcs.CalculateMoveX(delta); } if (delta.y != 0) { objectDelta.y = mcs.CalculateMoveY(delta); } if (Mathf.Abs(objectDelta.x) < Mathf.Abs(newDelta.x)) { newDelta.x = objectDelta.x; } if (Mathf.Abs(objectDelta.y) < Mathf.Abs(newDelta.y)) { newDelta.y = objectDelta.y; } } foreach (GameObject go in attachedObjects) { MovementControllerScript mcs = go.GetComponent <MovementControllerScript>(); mcs.gameObjectsToIgnoreCollisonsWith.Remove(gameObject); go.transform.Translate(newDelta); } gameObjectsToIgnoreCollisonsWith = gameObjectsToIgnoreCollisonsWith.Except <GameObject>(attachedObjects).ToList <GameObject>(); transform.Translate(newDelta); return(newDelta); }
public Vector2 CalculateMoveWithGameObjects(Vector2 delta, List <GameObject> attachedObjects) { List <GameObject> tmpList = new List <GameObject>(gameObjectsToIgnoreCollisonsWith); gameObjectsToIgnoreCollisonsWith.AddRange(attachedObjects); Vector2 newDelta = new Vector2(delta.x, delta.y); if (delta.x != 0) { newDelta.x = CalculateMoveX(delta); } if (delta.y != 0) { newDelta.y = CalculateMoveY(delta); } foreach (GameObject go in attachedObjects) { MovementControllerScript mcs = go.GetComponent <MovementControllerScript>(); List <GameObject> tmpList2 = new List <GameObject>(mcs.gameObjectsToIgnoreCollisonsWith); mcs.gameObjectsToIgnoreCollisonsWith.Add(gameObject); mcs.gameObjectsToIgnoreCollisonsWith.AddRange(attachedObjects); Vector2 objectDelta = new Vector2(0, 0); if (delta.x != 0) { objectDelta.x = mcs.CalculateMoveX(delta); } if (delta.y != 0) { objectDelta.y = mcs.CalculateMoveY(delta); } if (Mathf.Abs(objectDelta.x) < Mathf.Abs(newDelta.x)) { newDelta.x = objectDelta.x; } if (Mathf.Abs(objectDelta.y) < Mathf.Abs(newDelta.y)) { newDelta.y = objectDelta.y; } mcs.gameObjectsToIgnoreCollisonsWith = tmpList2; } gameObjectsToIgnoreCollisonsWith = tmpList; return(newDelta); }
public float CalculateMoveWithGameObjectsY(Vector2 delta, List <GameObject> attachedObjects) { float distance = CalculateMoveY(delta, attachedObjects); List <GameObject> objectsToIgnore = new List <GameObject>(); objectsToIgnore.Add(gameObject); foreach (GameObject go in attachedObjects) { MovementControllerScript mcs = go.GetComponent <MovementControllerScript>(); if (mcs != null) { float testDistance = mcs.CalculateMoveY(delta, objectsToIgnore); if (Mathf.Abs(testDistance) < Mathf.Abs(distance)) { distance = testDistance; } } } return(distance * Mathf.Sign(delta.y)); }