/// <summary>
 /// When a row is marked for deletion
 /// </summary>
 private void RemoveRow(TileRow row)
 {
     // UnityEngine.Object.Destroy removes whatever is given out of the runtime context, effectively deleting it
     Destroy(row.gameObject);
     // we implicitly assume that the row to be deleted is in front the queue
     // this could very well cause wrong behaviour and the interface is ambiguous
     rows.Dequeue();
     // and then we add for each tile a new one, so we don't run out of tiles
     AddRow();
 }
Exemplo n.º 2
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 /// <summary>
 /// Composited function to check if a TileRow intersects with a character
 /// </summary>
 private bool IntersectionHit(TileRow row)
 {
     // sometimes the selected row already has been "deleted" in the sense of removal from the scene.
     // In Unity the MonoBehaviour Null Equality operator is overwritten to make this check like this:
     if (row == null)
     {
         return(false);
     }
     // does a characters bounding box intersects enough of a tiles bounding box?
     return(Intersection.NormalizedIntersectionAmount(runCharacterController, row) > hitThreshold);
 }
Exemplo n.º 3
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        /// <summary>
        /// Returns the percentage of an intersection of the character sprite with a tile.
        /// </summary>
        public static float NormalizedIntersectionAmount(RunCharacterController character, TileRow tile)
        {
            // get the bounds
            var tileBounds      = RetrieveBounds(tile);
            var characterBounds = RetrieveBounds(character);

            // calculate the x/y overlap
            var xOverlap = max(0,
                               min(tileBounds.max.x, characterBounds.max.x) - max(tileBounds.min.x, characterBounds.min.x));
            var yOverlap = max(0,
                               min(tileBounds.max.y, characterBounds.max.y) - max(tileBounds.min.y, characterBounds.min.y));
            // an overlap is also just a rectangle - so calculate the area occupied
            var overlapArea = xOverlap * yOverlap;
            // similarly calculate the area of the character occupied
            var characterArea = characterBounds.size.x * characterBounds.size.y;

            // return the fraction of how much overlap occurs on the character sprite
            return(overlapArea / characterArea);
        }
Exemplo n.º 4
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 /// <summary>
 /// Extracts the correct bounds of the top-most tile on a TileRow
 /// </summary>
 private static Bounds RetrieveBounds(TileRow tile)
 {
     return(tile.TopSprite.bounds);
 }