void Do_Rotation()
    {
        float rotate_speed = m_manager.Get_Rotate_Speed();
        float rotation_req = 0;
        float curr_ch      = Custom_Math_Utils.nfmod(m_body.transform.rotation.eulerAngles.y, 360);

        if (m_input.Get_Requested_Magnitude() > 0)
        {
            rotation_req = m_input.Get_Requested_Rotation() - curr_ch;
            rotation_req = (Mathf.Abs(rotation_req) > 180) ? ((rotation_req > 0) ? (360 - Mathf.Abs(rotation_req)) * -1 : (360 - Mathf.Abs(rotation_req))) : rotation_req;
            rotation_req = (Mathf.Abs(rotation_req) > rotate_speed) ? ((rotation_req > 0) ? rotate_speed : (rotation_req < 0) ? -rotate_speed : 0) : rotation_req;
        }
        m_body.transform.Rotate(new Vector3(0.0f, rotation_req, 0.0f));
    }
Пример #2
0
    public override float Get_Requested_Rotation()
    {
        // Return the current rotation of the joystick
        float Joystick_X = state.ThumbSticks.Left.X;
        float Joystick_Y = state.ThumbSticks.Left.Y;
        float ret        = 0.0f;

        if ((Joystick_X != 0) || (Joystick_Y != 0))
        {
            ret = (Custom_Math_Utils.nfmod(-(((Mathf.Atan2(Joystick_Y, Joystick_X)) * Mathf.Rad2Deg) - 90), 360));
            ret = (ret < 0) ? ret + 360 : ret;
        }
        return(ret);
    }
    public override float Get_Requested_Rotation()
    {
        float ret = 0.0f;

        Check_Pathing();
        if (m_target != null)
        {
            try
            {
                Vector3 node_target = m_Path.Current_Point().m_Position.transform.position;
                Vector3 my_pos      = m_Manager.Get_Position();
                float   Joystick_X  = node_target.x - my_pos.x;
                float   Joystick_Y  = node_target.z - my_pos.z;
                if ((Joystick_X != 0) || (Joystick_Y != 0))
                {
                    ret = (Custom_Math_Utils.nfmod(-(((Mathf.Atan2(Joystick_Y, Joystick_X)) * Mathf.Rad2Deg) - 90), 360));
                    ret = (ret < 0) ? ret + 360 : ret;
                }
            }
            catch
            { Check_Pathing(); }
        }
        return(ret);
    }
Пример #4
0
    public override float Get_Requested_Rotation()
    {
        float   ret        = 0.0f;
        Vector3 my_pos     = m_Manager.Get_Position();
        float   Joystick_X = 0;
        float   Joystick_Y = 0;

        switch (m_State)
        {
        case Security_State.Patrol:
        {
            try
            {
                Vector3 node_target = m_Path.Current_Point().m_Position.transform.position;
                Joystick_X = node_target.x - my_pos.x;
                Joystick_Y = node_target.z - my_pos.z;
            }
            catch
            { Check_Pathing(); }
            break;
        }

        case Security_State.Catch:
        {
            try
            {
                if (m_Target_Item != null)
                {
                    Joystick_X = m_Target_Item.transform.position.x - my_pos.x;
                    Joystick_Y = m_Target_Item.transform.position.z - my_pos.z;
                }
                else
                {
                    if (m_ItemVision.NeedToCatch())
                    {
                        m_Target_Item = m_ItemVision.Get_Best_Item();
                    }
                }
            }
            catch
            { Debug.Log("State: CATCH || Rotation Calculation"); }
            break;
        }

        case Security_State.Chase:
        {
            try
            {
                Vector3 node_target = m_Path.Current_Point().m_Position.transform.position;
                Joystick_X = node_target.x - my_pos.x;
                Joystick_Y = node_target.z - my_pos.z;
            }
            catch
            { Check_Pathing(); }
            break;
        }

        case Security_State.Attack:
        {
            try
            {
                if (m_Enemy_Agent != null && m_Enemy_Position != null)
                {
                    Joystick_X = m_Enemy_Position.position.x - my_pos.x;
                    Joystick_Y = m_Enemy_Position.position.z - my_pos.z;
                }
                else
                {
                    if (m_Last_Collided_Agent != null)
                    {
                        m_Enemy_Agent         = m_Last_Collided_Agent;
                        m_Enemy_Position      = m_Enemy_Agent.Get_Object().transform;
                        m_Last_Collided_Agent = null;
                    }
                    else if (m_Last_Collided_Item != null)
                    {
                        m_Enemy_Agent        = m_Last_Collided_Item.prev_owner;
                        m_Enemy_Position     = m_Enemy_Agent.Get_Object().transform;
                        m_Last_Collided_Item = null;
                    }
                }
            }
            catch
            { Debug.Log("State: ATTACK || Rotation Calculation"); }
            break;
        }
        }
        if ((Joystick_X != 0) || (Joystick_Y != 0))
        {
            ret = (Custom_Math_Utils.nfmod(-(((Mathf.Atan2(Joystick_Y, Joystick_X)) * Mathf.Rad2Deg) - 90), 360));
            ret = (ret < 0) ? ret + 360 : ret;
        }
        return(ret);
    }