Exemplo n.º 1
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="diffIndex"></param>
        private void ApplyTargetForAnim(int diffIndex)
        {
            JCS_RollSelectorButton currentBtn = null;
            JCS_RollSelectorButton targetBtn  = null;

            Vector3[] newTargetPosHolder = new Vector3[mButtons.Length];
            int[]     scrollIndexHolder  = new int[mButtons.Length];

            // asymp scale effect
            Vector3[] newRecordScaleHolder = new Vector3[mButtons.Length];
            Vector3[] newTowardScaleHolder = new Vector3[mButtons.Length];

            for (int index = 0; index < mButtons.Length; ++index)
            {
                int overflowIndex = JCS_Mathf.OverFlowIndex(index + diffIndex, mButtons.Length);

                currentBtn = mButtons[index];
                targetBtn  = mButtons[overflowIndex];

                if (currentBtn == null || targetBtn == null)
                {
                    JCS_Debug.LogError("Missing `JCS_Button` assign in the inspector...");
                    continue;
                }

                Vector3 newTargetPos = currentBtn.SimpleTrackAction.TargetPosition;

                newTargetPos = targetBtn.SimpleTrackAction.TargetPosition;

                newTargetPosHolder[index] = newTargetPos;
                scrollIndexHolder[index]  = targetBtn.ScrollIndex;

                if (mAsympEffect)
                {
                    newRecordScaleHolder[index] = targetBtn.GetScaleEffect().RecordScale;
                    newTowardScaleHolder[index] = targetBtn.GetScaleEffect().TowardScale;
                }
            }

            for (int index = 0; index < mButtons.Length; ++index)
            {
                currentBtn = mButtons[index];

                currentBtn.SimpleTrackAction.TargetPosition = newTargetPosHolder[index];

                currentBtn.ScrollIndex = scrollIndexHolder[index];

                if (mAsympEffect)
                {
                    JCS_ScaleEffect se = currentBtn.GetScaleEffect();

                    se.RecordScale = newRecordScaleHolder[index];
                    se.TowardScale = newTowardScaleHolder[index];
                    se.Active();
                }
            }
        }
Exemplo n.º 2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="type"></param>
        public void TurnFace(JCS_2DFaceType type)
        {
            Vector3 originalScale         = this.gameObject.transform.localScale;
            float   absoluteOriginalScale = JCS_Mathf.AbsoluteValue(originalScale.x);

            this.gameObject.transform.localScale = new Vector3((int)type * absoluteOriginalScale, originalScale.y, originalScale.z);

            mFace = type;
        }
Exemplo n.º 3
0
        private void Update()
        {
#if (UNITY_EDITOR)
            Test();
#endif
            if (mTargetTransform == null)
            {
                return;
            }

            InputCamera();

            // update the angle from target we are following
            mTargetAngle = mTargetTransform.localEulerAngles.y;


            DoFollowing();

            DoResetToAxis();

            UpDownMovement();


            // get the wheel value from the Unity API
            // (physical layer[mouse wheel] ->
            // os layer[windows7] ->
            // application layer[Unity itself]) ->
            // to here...
            mWheelDegree = Input.GetAxis("Mouse ScrollWheel");
            ZoomCamera(mWheelDegree);

            // Fix the speed if reach the distance!
            FixedMinMaxDistance();

            Vector3 newPos = Vector3.forward * mTargetScrollSpeed * Time.deltaTime;

            // if is valid, do action.
            if (!JCS_Mathf.IsNaN(newPos))
            {
                // record down the position before calling the
                // translate function
                Vector3 currentPos = this.transform.position;

                // do translate base on the scrolling distance
                // we get from the input buffer.
                this.transform.Translate(newPos);

                // get the updated position!
                Vector3 afterTransPos = this.transform.position;

                // update the track position
                mTrackPosition += afterTransPos - currentPos;
            }

            // asymptotic back to zero
            mTargetScrollSpeed += (0 - mTargetScrollSpeed) / mScrollSpeedFriction * Time.deltaTime;
        }
Exemplo n.º 4
0
        /// <summary>
        /// Initialize all the buttons' scale size.
        /// </summary>
        private void InitAsympScale()
        {
            // if not this effect, return it.
            if (!mAsympEffect)
            {
                return;
            }

            JCS_RollSelectorButton currentBtn = null;

            int centerIndex = JCS_Mathf.FindMiddleIndex(mButtons.Length);

            // initialzie the scroll index.
            for (int index = 0; index < mButtons.Length; ++index)
            {
                currentBtn = mButtons[index];

                Vector3 scale = Vector3.zero;
                if (index <= centerIndex)
                {
                    scale = (mAsympDiffScale * index) + mAsympDiffScale;
                }
                else
                {
                    scale = (mAsympDiffScale * (index - ((index - centerIndex) * 2))) + mAsympDiffScale;
                }

                if (mPanelRoot != null)
                {
                    scale.x /= mPanelRoot.PanelDeltaWidthRatio;
                    scale.y /= mPanelRoot.PanelDeltaHeightRatio;
                }

                JCS_ScaleEffect se = currentBtn.GetScaleEffect();

                if (se == null)
                {
                    JCS_Debug.LogError(
                        "JCS_ScaleEffect are null but we still want the effect. plz make sure all the button have JCS_ScaleEffet component!");

                    // close the effect.
                    mAsympEffect = false;

                    return;
                }

                se.RecordScale += scale;

                // the change value plus the original scale.
                // so it will keep the original setting form the
                // level designer.
                se.TowardScale += scale + se.GetScaleValue();

                se.JCS_OnMouseOver();
            }
        }
Exemplo n.º 5
0
        private void Start()
        {
            // set all action to this move speed
            mGoStraightAction.MoveSpeed = MoveSpeed;

            // if tracking are using the smooth track.
            // move speed have to be positive in order to get to the
            // correct direction.
            mTrackAction.MoveSpeed = JCS_Mathf.ToPositive(MoveSpeed);
        }
Exemplo n.º 6
0
        /* Functions */

        private void Awake()
        {
            instance = CheckSingleton(instance, this);

            // This will only run once at the time when
            // the application is starts.
            if (!JCS_ApplicationSettings.instance.APPLICATION_STARTS)
            {
                // Calculate standard screen width and screen height.
                {
                    float gcd = JCS_Mathf.GCD(STANDARD_SCREEN_WIDTH, STANDARD_SCREEN_HEIGHT);

                    ASPECT_RATIO_SCREEN_WIDTH  = (int)((float)STANDARD_SCREEN_WIDTH / gcd);
                    ASPECT_RATIO_SCREEN_HEIGHT = (int)((float)STANDARD_SCREEN_HEIGHT / gcd);
                }

                if (RESIZE_TO_ASPECT_WHEN_APP_STARTS)
                {
                    // Force resize screen/window to certain aspect
                    // ratio once.
                    ForceAspectScreenOnce(true);
                }

                if (RESIZE_TO_STANDARD_WHEN_APP_STARTS)
                {
                    // Force resize screen/window to standard
                    // resolution once.
                    ForceStandardScreenOnce(true);
                }

                /*
                 * NOTE(jenchieh): This is really weird, that even we
                 * use 'Screen.SetResolution' function, the 'Screen.width'
                 * and 'Screen.height' will not change immediately.
                 * We just have to get it ourselves in all resize event
                 * function like above these functions.
                 *
                 *   -> ForceAspectScreenOnce
                 *   -> ForceStandardScreenOnce
                 *
                 */
                // Record down the starting screen width and screen height.
                //STARTING_SCREEN_WIDTH = Screen.width;
                //STARTING_SCREEN_HEIGHT = Screen.height;
            }
            else
            {
                // Othereise, check if new scene loaded resize the
                // screen once?
                if (RESIZE_TO_ASPECT_EVERYTIME_SCENE_LOADED)
                {
                    ForceAspectScreenOnce();
                }
            }
        }
        /// <summary>
        /// Check if the character controller top of the box without
        /// slope calculation.
        /// </summary>
        /// <param name="cap"> character controller to test. </param>
        /// <param name="rect"> box to test. </param>
        /// <returns>
        /// true : is top of box.
        /// false : vice versa.
        /// </returns>
        public static bool TopOfBox(CharacterController cap, BoxCollider rect)
        {
            Vector3 rectScale = rect.transform.localScale;
            Vector3 capScale  = cap.transform.localScale;

            rectScale = JCS_Mathf.AbsoluteValue(rectScale);
            capScale  = JCS_Mathf.AbsoluteValue(capScale);

            //float rWidth = rect.size.x * rectScale.x;
            float rHeight = rect.size.y * rectScale.y;

            Vector3 rectCenter = new Vector3(
                rect.center.x * rectScale.x,
                rect.center.y * rectScale.y,
                rect.center.z * rectScale.z);

            Vector3 cCenter = new Vector3(
                cap.center.x * capScale.x,
                cap.center.y * capScale.y,
                cap.center.z * capScale.z);

            float cR = cap.radius * capScale.x;
            float cH = (cap.height - (cap.radius * 2.0f)) * capScale.y;

            if (cH < 0)
            {
                cH = 0;
            }

            float rTopBound = rect.transform.position.y + rectCenter.y + (rHeight / 2.0f);
            float cBotBound = cap.transform.position.y + cCenter.y - (cH / 2.0f) - cR;

#if (UNITY_EDITOR)
            Debug.DrawLine(rect.transform.position + rectCenter,
                           new Vector3(
                               rect.transform.position.x,
                               rTopBound,
                               rect.transform.position.z)
                           , Color.cyan);

            Debug.DrawLine(cap.transform.position + cCenter,
                           new Vector3(
                               cap.transform.position.x,
                               cBotBound,
                               cap.transform.position.z)
                           , Color.blue);
#endif

            if (rTopBound <= cBotBound)
            {
                return(true);
            }

            return(false);
        }
Exemplo n.º 8
0
        /// <summary>
        /// Check if the value are able to cast.
        /// Mana value must higher than the cast value.
        /// </summary>
        /// <param name="val"> value to cast </param>
        /// <returns> true: able to cast,
        ///           false: not able to cast </returns>
        public override bool IsAbleToCast(float val)
        {
            // able to cast the spell
            if (GetCurrentValue() >= JCS_Mathf.ToPositive(val))
            {
                return(true);
            }

            // not able to cast the spell
            return(false);
        }
Exemplo n.º 9
0
        /// <summary>
        /// Reset the camera to certain axis.
        /// </summary>
        private void DoResetToAxis()
        {
            if (!mDoReset)
            {
                return;
            }

            Vector2 selfPos = new Vector2(
                this.transform.position.x,
                this.transform.position.z);
            Vector2 targetPos = new Vector2(
                mTargetTransform.position.x,
                mTargetTransform.position.z);

            // radius = distance between the two but not including y axis.
            float radius = Vector2.Distance(selfPos, targetPos);

            float diameter = radius * 2;

            float circumference = diameter * Mathf.PI;

            float currentAngle          = this.transform.localEulerAngles.y;
            float circumferenceDistance = circumference * (mResetTargetAngle - currentAngle) / 360.0f;


            if (JCS_Mathf.isPositive(circumferenceDistance))
            {
                if (circumferenceDistance + mAcceptRange <= 0 ||
                    mCheckState == CheckState.NEGATIVE)
                {
                    mDoReset = false;
                    return;
                }

                RotateAroundRight();

                mCheckState = CheckState.POSITIVE;
            }
            else
            {
                if (circumferenceDistance + mAcceptRange >= 0 ||
                    mCheckState == CheckState.POSITIVE)
                {
                    mDoReset = false;
                    return;
                }

                RotateAroundLeft();

                mCheckState = CheckState.NEGATIVE;
            }
        }
Exemplo n.º 10
0
        /// <summary>
        ///
        /// </summary>
        private void SpawnAttackAnimation()
        {
            if (mAtkAnim == null)
            {
                JCS_Debug.LogReminders(
                    "JCS_SwingAttackAction",
                    @"No animation assign but u 
                    still want to spawn a animation...");

                return;
            }


            GameObject gm = new GameObject();

#if (UNITY_EDITOR)
            gm.name = "JCS_SwingAttackAction";
#endif
            // set the effect transform.
            if (mAsSamePosition)
            {
                gm.transform.position = this.mAtkAnimSpawnTrans.position;
            }
            if (mAsSameRotation)
            {
                gm.transform.rotation = this.mAtkAnimSpawnTrans.rotation;
            }
            if (mAsSameScale)
            {
                gm.transform.localScale = this.mAtkAnimSpawnTrans.localScale;
            }

            gm.transform.position   += mAnimOffsetPosition;
            gm.transform.localScale += mAnimOffsetScale;

            if (this.transform.localScale.x < 0)
            {
                Vector3 newScale = gm.transform.localScale;
                newScale.x = JCS_Mathf.ToNegative(newScale.x);
                gm.transform.localScale = newScale;
            }

            SpriteRenderer sr = gm.AddComponent <SpriteRenderer>();
            sr.sortingOrder = mOrderLayer;
            Animator animator = gm.AddComponent <Animator>();
            animator.runtimeAnimatorController = mAtkAnim;
            animator.speed = animator.speed * JCS_Mathf.Reciprocal(mAnimSpeed);


            JCS_DestroyAnimEndEvent dae = gm.AddComponent <JCS_DestroyAnimEndEvent>();
            dae.LoopTimes = mLoopTimes;
        }
Exemplo n.º 11
0
        /// <summary>
        /// Do the revolution rotate base on speed.
        /// </summary>
        /// <param name="speed"> direction and speed. </param>
        private void RotateAround(float speed)
        {
            if (mTargetTransform == null)
            {
                JCS_Debug.LogError("There is no target to reset the camera!");
                return;
            }

            // to the rotate formula.
            this.transform.position = JCS_Mathf.RotatePointY(transform.position, Mathf.Cos(speed / 1000), Mathf.Sin(speed / 1000), mTargetTransform.position);

            // NOTE(jenchieh): also set to the track position.
            mTrackPosition = this.transform.position;
        }
Exemplo n.º 12
0
        /// <summary>
        /// Start sliding the screen out the scene.
        /// </summary>
        /// <param name="align"> align type </param>
        public void StartSlideOut(JCS_Align align, float time)
        {
            Vector2 sizeDelta = JCS_Canvas.GuessCanvas().AppRect.sizeDelta;

            float imageSize = 1200;
            float distanceX = sizeDelta.x + imageSize;
            float distanceY = sizeDelta.y + imageSize;

            // NOTE(jenchieh): this is just some tweeking.
            mTweener.DurationX = time;
            mTweener.DurationY = time;
            mTweener.DurationZ = time;

            Vector3 tweenTo = this.transform.localPosition;

            switch (align)
            {
            // going left showing from right
            // ============--------------
            case JCS_Align.ALIGN_RIGHT:
            {
                tweenTo.x = JCS_Mathf.ToNegative(distanceX);
            }
            break;

            // going right showing from left
            // -----------=============
            case JCS_Align.ALIGN_LEFT:
            {
                tweenTo.x = JCS_Mathf.ToPositive(distanceX);
            }
            break;

            case JCS_Align.ALIGN_BOTTOM:
            {
                tweenTo.y = JCS_Mathf.ToPositive(distanceY);
            }
            break;

            case JCS_Align.ALIGN_TOP:
            {
                tweenTo.y = JCS_Mathf.ToNegative(distanceY);
            }
            break;
            }

            // start sliding
            mTweener.DoTween(tweenTo);
        }
Exemplo n.º 13
0
        /// <summary>
        /// Return CharacterController's collider's center as
        /// a global position.
        /// </summary>
        /// <returns> CharacterController's collider's center as a
        /// global position. </returns>
        public static Vector3 GetColliderCenterPosition(CharacterController cap)
        {
            Vector3 capScale = cap.transform.localScale;

            capScale = JCS_Mathf.AbsoluteValue(capScale);

            Vector3 cCenter = new Vector3(
                cap.center.x * capScale.x,
                cap.center.y * capScale.y,
                cap.center.z * capScale.z);

            Vector3 capCenterPos = cap.transform.position + cCenter;

            return(capCenterPos);
        }
Exemplo n.º 14
0
        //----------------------
        // Protected Functions

        //----------------------
        // Private Functions

        /// <summary>
        /// Do the Hour GUI.
        /// </summary>
        /// <param name="hour"> time to apply. </param>
        private void DoHourUI(float hour)
        {
            if (mDigitHour1 == null || mDigitHour2 == null)
            {
                JCS_Debug.LogError(
                    "Digit slot cannot be null references...");
                return;
            }

            int valDigit = JCS_Mathf.GetSingleDigit(1, (int)hour);

            mDigitHour1.LocalSprite = GetSingleDigitSprite(valDigit);

            valDigit = JCS_Mathf.GetSingleDigit(2, (int)hour);
            mDigitHour2.LocalSprite = GetSingleDigitSprite(valDigit);
        }
Exemplo n.º 15
0
        /// <summary>
        /// Do the Seconds GUI.
        /// </summary>
        /// <param name="second"> time to apply. </param>
        private void DoSecondUI(float second)
        {
            if (mDigitSecond1 == null || mDigitSecond2 == null)
            {
                JCS_Debug.LogError(
                    "Digit slot cannot be null references...");
                return;
            }

            int valDigit = JCS_Mathf.GetSingleDigit(1, (int)second);

            mDigitSecond1.LocalSprite = GetSingleDigitSprite(valDigit);

            valDigit = JCS_Mathf.GetSingleDigit(2, (int)second);
            mDigitSecond2.LocalSprite = GetSingleDigitSprite(valDigit);
        }
Exemplo n.º 16
0
        /// <summary>
        /// Return BoxCollider's center as a global position.
        /// </summary>
        /// <returns> box collider's center as a global position. </returns>
        public static Vector3 GetColliderCenterPosition(BoxCollider rect)
        {
            Vector3 rectScale = rect.transform.localScale;

            rectScale = JCS_Mathf.AbsoluteValue(rectScale);

            // 取得Collider的中心"相對位置".
            Vector3 rectCenter = new Vector3(
                rect.center.x * rectScale.x,
                rect.center.y * rectScale.y,
                rect.center.z * rectScale.z);

            // 所以要相加才能得到正確的"世界位置"!
            // * cCenter + cap.transform.position 同理.
            return(rectCenter + rect.transform.position);
        }
Exemplo n.º 17
0
        /// <summary>
        /// Do the Minute GUI.
        /// </summary>
        /// <param name="minute"> time to apply. </param>
        private void DoMinuteUI(float minute)
        {
            if (mDigitMinute1 == null || mDigitMinute2 == null)
            {
                JCS_Debug.LogError(
                    "Digit slot cannot be null references...");
                return;
            }

            int valDigit = JCS_Mathf.GetSingleDigit(1, (int)minute);

            mDigitMinute1.LocalSprite = GetSingleDigitSprite(valDigit);

            valDigit = JCS_Mathf.GetSingleDigit(2, (int)minute);
            mDigitMinute2.LocalSprite = GetSingleDigitSprite(valDigit);
        }
Exemplo n.º 18
0
        /// <summary>
        /// Set on/off position to the current transform position.
        /// </summary>
        private void SetStartingPosition()
        {
            if (!mOnOffStartingPosition)
            {
                return;
            }

            if (mIsOn)
            {
                this.mOnPos  = mToggleSign.transform.localPosition;
                this.mOffPos = JCS_Mathf.ToNegative(mToggleSign.transform.localPosition);
            }
            else
            {
                this.mOffPos = mToggleSign.transform.localPosition;
                this.mOnPos  = JCS_Mathf.ToNegative(mToggleSign.transform.localPosition);
            }
        }
Exemplo n.º 19
0
        /// <summary>
        /// Calculate the the closest point by range and targetPos.
        /// </summary>
        /// <param name="targetPos"></param>
        /// <returns></returns>
        private Vector3 CalculateClosest(Vector3 targetPos, float distance)
        {
            Vector3 newTargetPos = targetPos;

            Vector3 vec = this.transform.position - targetPos;

            vec = vec.normalized;

            float hyp = JCS_Mathf.PythagoreanTheorem(vec.x, vec.z, JCS_Mathf.TriSides.hyp);

            float ratio = distance / hyp;

            newTargetPos.x += vec.x * ratio;
            newTargetPos.z += vec.z * ratio;
            newTargetPos.y  = this.transform.position.y;

            return(newTargetPos);
        }
Exemplo n.º 20
0
        /// <summary>
        /// Return Box Collider's width and height.
        /// </summary>
        /// <param name="cap"> object we want to take from </param>
        /// <returns> x : width, y : height </returns>
        public static Vector2 GetColliderWidthHeight(BoxCollider rect)
        {
            // holder
            Vector2 widthHeight = Vector2.zero;

            Vector3 rectScale = rect.transform.localScale;

            rectScale = JCS_Mathf.AbsoluteValue(rectScale);

            float rWidth  = rect.size.x * rectScale.x;
            float rHeight = rect.size.y * rectScale.y;

            // apply to holder
            widthHeight.x = rWidth;
            widthHeight.y = rHeight;

            return(widthHeight);
        }
Exemplo n.º 21
0
        //----------------------
        // Protected Functions

        //----------------------
        // Private Functions

        /// <summary>
        /// Calculate the range and position relationship
        /// in order to find the best destination in the
        /// navigation map.
        ///
        /// IMPORTANT(JenChieh): if the vector does not in the range,
        /// enemy will stay at the place they are, which mean enemy
        /// will do nothing...
        /// </summary>
        /// <returns> result destination </returns>
        private Vector3 CalculateRange(Vector3 targetPos)
        {
            Vector3 newTargetPos = targetPos;

            // set up the unknown angle
            // 隨機"內角"
            float angle = JCS_Random.Range(0, 360);

            // define offset
            float hypOffset = JCS_Random.Range(
                -mAdjustRangeDistance,
                mAdjustRangeDistance);

            // add offset to current distance (hyp)
            float hyp = mRangeDistance + hypOffset;

            float opp = Mathf.Sin(angle) * hyp;

            float adj = JCS_Mathf.PythagoreanTheorem(hyp, opp, JCS_Mathf.TriSides.adj);

            bool flipX = JCS_Mathf.IsPossible(50);
            bool flipZ = JCS_Mathf.IsPossible(50);


            if (flipX)
            {
                newTargetPos.x -= adj;
            }
            else
            {
                newTargetPos.x += adj;
            }

            if (flipZ)
            {
                newTargetPos.z -= opp;
            }
            else
            {
                newTargetPos.z += opp;
            }

            return(newTargetPos);
        }
Exemplo n.º 22
0
        /// <summary>
        /// Main algorithm to approach to targe score.
        /// </summary>
        private void DoDeltaCurrentScore()
        {
            if (!mActive)
            {
                return;
            }

            if (System.Math.Round(mTargetNumber, mRoundPlace) == System.Math.Round(mCurrentNumber, mRoundPlace))
            {
                mActive = false;
                return;
            }

            mAnimNumberTimer += Time.deltaTime;

            if (mAnimNumberTimer < mAnimNumberTime)
            {
                return;
            }

            float additionNumber = (mRoundPlace == 0.0f) ? 1.0f : 1.0f / Mathf.Pow(10.0f, mRoundPlace);

            bool wasLarger = (mTargetNumber < mCurrentNumber);

            if (wasLarger)
            {
                additionNumber = JCS_Mathf.ToNegative(additionNumber);
            }

            additionNumber *= mDeltaProduct;

            mCurrentNumber += additionNumber;

            if ((wasLarger && mTargetNumber > mCurrentNumber) ||
                (!wasLarger && mTargetNumber < mCurrentNumber))
            {
                mCurrentNumber = mTargetNumber;
            }

            UpdateTextRender();

            // Reset timer.
            this.mAnimNumberTimer = 0.0f;
        }
Exemplo n.º 23
0
        /// <summary>
        /// Do score align after updating score.
        /// </summary>
        private void DoScoreAlign(int targetScore)
        {
            // digit cannot be zero, must at least be one.
            int newDigitCount = JCS_Mathf.DigitCountIncludeZero(targetScore);

            int diffDigitCount = newDigitCount - mCurrentDigitCount;

            // No difference, no need to do anything.
            if (diffDigitCount == 0)
            {
                return;
            }

            mCurrentDigitCount = newDigitCount;

            // We don't need to do align if the visible
            // digit count would not change.
            if (!mClearEmptyLeftZero)
            {
                return;
            }

            switch (mTextAlign)
            {
            case JCS_TextAlign.CENTER:
            {
                MoveDigits(mDigitInterval * diffDigitCount / 2);
            }
            break;

            case JCS_TextAlign.RIGHT:
            {
                // Default is right, no need to do anything.
            }
            break;

            case JCS_TextAlign.LEFT:
            {
                MoveDigits(mDigitInterval * diffDigitCount);
            }
            break;
            }
        }
Exemplo n.º 24
0
        /// <summary>
        /// Fix the speed/range if reach
        /// the min/max distance.
        /// </summary>
        private void FixedMinMaxDistance()
        {
            float currentDistance = Vector3.Distance(this.transform.position, mTargetTransform.position);

            if (JCS_Mathf.isPositive(mTargetScrollSpeed))
            {
                if (currentDistance < mMinDistance)
                {
                    mTargetScrollSpeed = 0;
                }
            }
            else
            {
                if (currentDistance > mMaxDistance)
                {
                    mTargetScrollSpeed = 0;
                }
            }
        }
Exemplo n.º 25
0
        /// <summary>
        /// Check if a collider under the bottom of the box collider.
        /// </summary>
        /// <param name="cap"></param>
        /// <param name="rect"></param>
        /// <returns></returns>
        public static bool BottomOfBox(CharacterController cap, BoxCollider rect)
        {
            Vector3 rectScale = rect.transform.localScale;
            Vector3 capScale  = cap.transform.localScale;

            rectScale = JCS_Mathf.AbsoluteValue(rectScale);
            capScale  = JCS_Mathf.AbsoluteValue(capScale);

            //float rWidth = rect.size.x * rectScale.x;
            float rHeight = rect.size.y * rectScale.y;

            Vector3 rectCenter = new Vector3(
                rect.center.x * rectScale.x,
                rect.center.y * rectScale.y,
                rect.center.z * rectScale.z);

            Vector3 cCenter = new Vector3(
                cap.center.x * capScale.x,
                cap.center.y * capScale.y,
                cap.center.z * capScale.z);

            float cR = cap.radius * capScale.x;
            float cH = (cap.height - (cap.radius * 2.0f)) * capScale.y;

            if (cH < 0)
            {
                cH = 0;
            }

            float cTopBound = cap.transform.position.y + cCenter.y + (cH / 2.0f) + cR;
            float rBotBound = rect.transform.position.y + rectCenter.y - (rHeight / 2.0f);

            if (cTopBound <= rBotBound)
            {
                return(true);
            }

            return(false);
        }
Exemplo n.º 26
0
        /// <summary>
        /// Walk depends on the status.
        /// </summary>
        /// <param name="status"></param>
        public void WalkByStatus(Status status)
        {
            switch (status)
            {
            case Status.IDLE:
            {
                Walk(0);                // stop walking

                if (mLiveObjectAnimator != null)
                {
                    mLiveObjectAnimator.DoAnimation(JCS_LiveObjectState.STAND);
                }
            }
            break;

            case Status.LEFT:
            {
                Walk(JCS_Mathf.ToNegative(mWalkSpeed));

                if (mLiveObjectAnimator != null)
                {
                    mLiveObjectAnimator.DoAnimation(JCS_LiveObjectState.WALK);
                }
            }
            break;

            case Status.RIGHT:
            {
                Walk(JCS_Mathf.ToPositive(mWalkSpeed));

                if (mLiveObjectAnimator != null)
                {
                    mLiveObjectAnimator.DoAnimation(JCS_LiveObjectState.WALK);
                }
            }
            break;
            }
        }
        /// <summary>
        /// Set the page using page index. (x-axis)
        /// </summary>
        /// <param name="page"> Index of the page. </param>
        public void SetPageX(int page)
        {
            int delta = page - (int)this.mCurrentPage.x;

            if (delta == 0)
            {
                return;
            }

            int count = JCS_Mathf.AbsoluteValue(delta);

            for (int countX = 0; countX < count; ++countX)
            {
                if (JCS_Mathf.IsPositive(delta))
                {
                    SwitchScene(JCS_2D4Direction.RIGHT);
                }
                else
                {
                    SwitchScene(JCS_2D4Direction.LEFT);
                }
            }
        }
        /// <summary>
        /// Set the page using page index. (y-axis)
        /// </summary>
        /// <param name="page"> Index of the page. </param>
        public void SetPageY(int page)
        {
            int delta = page - (int)this.mCurrentPage.y;

            if (delta == 0)
            {
                return;
            }

            int count = JCS_Mathf.AbsoluteValue(delta);

            for (int countY = 0; countY < count; ++countY)
            {
                if (JCS_Mathf.IsPositive(delta))
                {
                    SwitchScene(JCS_2D4Direction.TOP);
                }
                else
                {
                    SwitchScene(JCS_2D4Direction.BOTTOM);
                }
            }
        }
Exemplo n.º 29
0
        /// <summary>
        /// Return Character controller's collider's width and height.
        /// </summary>
        /// <param name="cap"> Character Controller component want to check. </param>
        /// <returns> x : width, y : height </returns>
        public static Vector2 GetColliderWidthHeight(CharacterController cap)
        {
            // holder
            Vector2 capWH = Vector2.zero;

            Vector3 capScale = cap.transform.localScale;

            capScale = JCS_Mathf.AbsoluteValue(capScale);

            float cR = cap.radius * capScale.x;
            float cH = cap.height * capScale.y;

            if (cH < 0)
            {
                cH = 0;
            }

            // apply to holder
            capWH.x = cR * 2;
            capWH.y = cH;

            return(capWH);
        }
Exemplo n.º 30
0
        /// <summary>
        /// Do the GUI score logic.
        /// </summary>
        /// <param name="score"> score to apply. </param>
        private void DoScoreGUI(int score)
        {
            // check the first non zero from the left.
            bool meetNonZero = false;

            for (int digit = mDigitsRendererSlot.Length - 1;
                 digit >= 0;
                 --digit)
            {
                if (mDigitsRendererSlot[digit] == null)
                {
                    JCS_Debug.LogError(
                        "Digit slot cannot be null references...");
                    continue;
                }

                int valDigit = JCS_Mathf.GetSingleDigit(digit + 1, score);

                mDigitsRendererSlot[digit].LocalSprite = GetSingleDigitSprite(valDigit);

                if (mClearEmptyLeftZero)
                {
                    /**
                     * Last digit is zero, we set to zero. so skip it.
                     */
                    if (valDigit != -1)
                    {
                        meetNonZero = true;
                    }

                    if (!meetNonZero)
                    {
                        mDigitsRendererSlot[digit].LocalSprite = mScoreNull;
                    }
                }
            }
        }