public bool CheckOverlap(ColliderAABB other) { if (min.x > other.max.x) { return(false); } if (max.x < other.min.x) { return(false); } if (min.y > other.max.y) { return(false); } if (max.y < other.min.y) { return(false); } if (min.z > other.max.z) { return(false); } if (max.z < other.min.z) { return(false); } return(true); }
void spawnPowerThree() { if (threes.Count > 0) { if (player.position.z - threes[0].transform.position.z > 25) { Destroy(threes[0]); threes.RemoveAt(0); Destroy(threesAABB[0]); threesAABB.RemoveAt(0); } } if (chunks.Count >= 3) { int rng = Random.Range(1, 10); string conversion = rng.ToString(); Vector3 threePos = Vector3.zero; threePos = chunks[chunks.Count - 1].transform.Find("SpawnPoint" + conversion).position; float moveUp = Random.Range(0, 2); Vector3 hover = new Vector3(0, moveUp * 2, 0); GameObject threeobj = Instantiate(PowerThree, threePos + hover, Quaternion.identity); threes.Add(threeobj); ColliderAABB threeAABB = threeobj.GetComponent <ColliderAABB>(); threesAABB.Add(threeAABB); } }
void spawnBlocks() { if (blocks.Count > 0) { if (player.position.z - blocks[0].transform.position.z > 25) { Destroy(blocks[0]); blocks.RemoveAt(0); Destroy(blocksAABB[0]); blocksAABB.RemoveAt(0); } } if (chunks.Count >= 3) { int rng = Random.Range(1, 10); string conversion = rng.ToString(); Vector3 blockPos = Vector3.zero; blockPos = chunks[chunks.Count - 1].transform.Find("SpawnPoint" + conversion).position; int moveUp = Random.Range(0, 2); Vector3 hover = new Vector3(0, moveUp * 2, 0); GameObject blockobj = Instantiate(Block, blockPos + hover, Quaternion.identity); blocks.Add(blockobj); ColliderAABB blockAABB = blockobj.GetComponent <ColliderAABB>(); blocksAABB.Add(blockAABB); } }
void spawnWalls() { if (walls.Count > 0) { if (player.position.z - walls[0].transform.position.z > 25) { Destroy(walls[0]); walls.RemoveAt(0); Destroy(wallsAABB[0]); wallsAABB.RemoveAt(0); } } if (chunks.Count >= 3) { int rng = Random.Range(1, 4) * 3 - 1; string conversion = rng.ToString(); Vector3 wallPos = Vector3.zero; wallPos = chunks[chunks.Count - 1].transform.Find("SpawnPoint" + conversion).position; GameObject wallobj = Instantiate(Wall, wallPos, Quaternion.identity); walls.Add(wallobj); ColliderAABB wallAABB = wallobj.GetComponent <ColliderAABB>(); wallsAABB.Add(wallAABB); } }
void spawnEnemies() { if (enemies.Count > 0) { if (player.position.z - enemies[0].transform.position.z > 25) { Destroy(enemies[0]); enemies.RemoveAt(0); Destroy(enemiesAABB[0]); enemiesAABB.RemoveAt(0); } } if (chunks.Count >= 3) { int rng = Random.Range(1, 10); string conversion = rng.ToString(); Vector3 enemyPos = Vector3.zero; enemyPos = chunks[chunks.Count - 1].transform.Find("SpawnPoint" + conversion).position; GameObject enemyobj = Instantiate(Enemy, enemyPos, Quaternion.identity); enemies.Add(enemyobj); ColliderAABB enemyAABB = enemyobj.GetComponent <ColliderAABB>(); enemiesAABB.Add(enemyAABB); } }
// Start is called before the first frame update void Start() { pBox = GameObject.Find("Player").GetComponent <ColliderAABB>(); pickBox = GameObject.Find("PickAxe").GetComponent <ColliderAABB>(); shieldBox = GameObject.Find("shield").GetComponent <ColliderAABB>(); }
// Start is called before the first frame update void Start() { ColliderAABB collider = GetComponent <ColliderAABB>(); CollisionManager.walls.Add(collider); SpawnWallAt("Spawn1"); SpawnWallAt("Spawn2"); SpawnWallAt("Spawn3"); }
// Use this for initialization void Start() { //GameObject.Find("Main Camera").GetComponent<CollisionManager>().powerups.Add(GetComponent<ColliderAABB>()); ColliderAABB collider = GetComponent <ColliderAABB>(); collider.OnCollisionStart += StartCollide; collider.OnCollisionEnd += EndCollide; CollisionManager.powerups.Add(collider); }
void Start() { ColliderAABB collider = GetComponent <ColliderAABB>(); collider.OnCollisionStart += StartCollide; collider.OnCollisionEnd += EndCollide; CollisionManager.powerups.Add(collider); //decoupled very clean }
public bool CheckOverlap(ColliderAABB other) { //X if (min.x > other.max.x) { return(false); } if (max.x < other.min.x) { return(false); } //Y if (min.y > other.max.y) { return(false); } if (max.y < other.min.y) { return(false); } //Z if (min.z > other.max.z) { return(false); } if (max.z < other.min.z) { return(false); } //float moveForword = other.maxz - min.z; //vector3 solution; //solution.z = mathf.Abs(moveForword) < mathf.Abs(moveBack) ? moveforward :moveback; //if (mathf.abs(soulution.z)> math.abs(solution.x) || mathf.abs(solution.z)> mathf.abs(solution.y))solution.z=0; // return solution; return(true); }
public void SetCollisionWith(bool isColliding, ColliderAABB other) { if (isColliding) { if (!currentOverlaps.Contains(other)) { currentOverlaps.Add(other); OnCollisionStart();// dispatch an event (collision start) print("collision begins"); } } else { if (currentOverlaps.Contains(other)) { currentOverlaps.Remove(other); OnCollisionEnd();// dispatch event (collison end) print("collision ends"); } } }
// Start is called before the first frame update void Start() { pBox = GameObject.Find("Player").GetComponent <ColliderAABB>(); }
void Start() { player = GameObject.Find("Cube").GetComponent <ColliderAABB>(); }
static public float mercyInvincibility = 0; //used to make sure the player doesn't get bodied by a bunch of stuff at once // Start is called before the first frame update void Start() { refAABB = GetComponent <ColliderAABB>(); }
void OnDestroy() { ColliderAABB collider = GetComponent <ColliderAABB>(); CollisionManager.powerups.Remove(collider); }
// Start is called before the first frame update void Start() { cb = GetComponent <ColliderAABB>(); pr = GetComponent <PlayerRun>(); }