Пример #1
0
    private void OnTriggerEnter(Collider other)
    {
        if (fuse != null)
        {
            return;
        }
        Fuse f = other.gameObject.GetComponent <Fuse>();

        if (f != null)
        {
            fuse     = f;
            isMoving = true;
            t        = 0.0f;
            // Ungrab si es un grabbable
            GrabableObj grabbable = fuse.gameObject.GetComponent <GrabableObj>();
            if (grabbable != null)
            {
                Grabber hand = grabbable.GetGrabber();
                if (hand != null)
                {
                    hand.Ungrab();               // No es force ungrab porque no lo cogemos con la otra mano
                }
            }
            // Desactivar rigidbody (recordar que el ungrab lo activa)
            fuse.gameObject.GetComponent <Rigidbody>().isKinematic = true;
            // Impedir que pueda ser agarrado de nuevo
            GrabableObj gro = fuse.gameObject.GetComponent <GrabableObj>();
            gro.CanBeGrabbed        = false;
            gro.IsDistanceGrabbable = false;
        }
    }
Пример #2
0
    private void OnTriggerEnter(Collider other)
    {
        PipeController pc = other.gameObject.GetComponent <PipeController>();

        if (pc != null)
        {
            GrabableObj grabable = pc.gameObject.GetComponent <GrabableObj>();
            // Puede ser ungrab porque lo puedes lanzar hacia el grid, no meterlo cogido
            pipeState[pc.id]   = grabable.GetGrabber() != null ? GrabState.Grab : GrabState.Ungrab;
            insidePipes[pc.id] = pc;
        }
    }
Пример #3
0
 private void OnTriggerExit(Collider other)
 {
     // Ver si el que ha salido es el fusible que tiene
     if (fuse != null && other.gameObject.GetInstanceID() == fuse.gameObject.GetInstanceID())
     {
         GrabableObj gro = fuse.gameObject.GetComponent <GrabableObj>();
         // Activar rigidbody solo si no se esta cogiendo
         if (gro.GetGrabber() == null)
         {
             fuse.gameObject.GetComponent <Rigidbody>().isKinematic = false;
         }
         gro.IsDistanceGrabbable = gro.DG;
         fuse = null;
     }
 }
Пример #4
0
    void Update()
    {
        List <short> toRemove = new List <short>();

        // loop over pipes inside
        foreach (KeyValuePair <short, PipeController> kv in insidePipes)
        {
            GrabableObj gro = kv.Value.gameObject.GetComponent <GrabableObj>();
            // if change from grab to ungrab
            if (pipeState[kv.Key] == GrabState.Grab && gro.GetGrabber() == null)
            {
                pipeState[kv.Key] = GrabState.Grab2Ungrab;
            }
            if (pipeState[kv.Key] == GrabState.Grab2Ungrab)
            {
                // change pipe state to ungrab
                pipeState[kv.Key] = GrabState.Ungrab;
                // compute destinyP and destinyR
                Vector3    destinyP = GetTargetPosition(kv.Value.gameObject.transform.position);
                Quaternion destinyR = GetTargetRotation(kv.Value.gameObject.transform.rotation);
                // compute new occupied cells
                List <Vector3Int> newCells = GetNewCells(destinyP, destinyR, kv.Value.Positions, true);
                List <Vector3Int> newExits = GetNewCells(destinyP, destinyR, kv.Value.Exits, false);
                // if can fit
                if (CanFit(newCells))
                {
                    // set attached, destinyP and destinyR in PipeController
                    kv.Value.Attach(destinyP, destinyR);
                    // change also occupied cells setting the new occupied cells to the pipe id
                    foreach (Vector3Int v in newCells)
                    {
                        occupiedCells[v.x, v.y, v.z] = kv.Key;
                    }
                    // move from insidePipes to attachedPipes with the pipe id
                    attachedPipes[kv.Key] = insidePipes[kv.Key];
                    toRemove.Add(kv.Key); // do not delete immediatly because we are inside a loop
                    // initialize new lists
                    attachedPositions[kv.Key] = new List <Vector3Int>();
                    attachedExits[kv.Key]     = new List <Vector3Int>();
                    // add the new occupied positions to attachedPositions with the pipe id
                    foreach (Vector3Int v in newCells)
                    {
                        attachedPositions[kv.Key].Add(v);
                    }
                    // add the exits to attached exists with the pipe id
                    foreach (Vector3Int v in newExits)
                    {
                        attachedExits[kv.Key].Add(v);
                    }
                    // set distance grab and kinematic to false
                    gro.IsDistanceGrabbable = false;
                    gro.gameObject.GetComponent <Rigidbody>().isKinematic = true;
                    // Recompute correct paths
                    Refresh();
                }
            }
        }
        foreach (short s in toRemove)
        {
            insidePipes.Remove(s);
        }
        toRemove.Clear();

        // loop over pipes attached
        foreach (KeyValuePair <short, PipeController> kv in attachedPipes)
        {
            GrabableObj gro = kv.Value.gameObject.GetComponent <GrabableObj>();
            // if change from ungrab to grab
            if (pipeState[kv.Key] == GrabState.Ungrab && gro.GetGrabber() != null)
            {
                pipeState[kv.Key] = GrabState.Ungrab2Grab;
            }
            if (pipeState[kv.Key] == GrabState.Ungrab2Grab)
            {
                // change pipe state to grab
                pipeState[kv.Key] = GrabState.Grab;
                // set attached to false
                kv.Value.Detach();
                // free occupied cells with -1 using attachedPostitions and pipe id
                foreach (Vector3Int v in attachedPositions[kv.Key])
                {
                    occupiedCells[v.x, v.y, v.z] = -1;
                }
                // move from attachedPipes to insidePipes
                insidePipes[kv.Key] = attachedPipes[kv.Key];
                toRemove.Add(kv.Key); // do not delete immediatly because we are inside a loop
                // delete from attachedPositions
                attachedPositions.Remove(kv.Key);
                // delete from attachedExits
                attachedExits.Remove(kv.Key);
                // Reset distance grabbable to original value
                gro.IsDistanceGrabbable = gro.DG;
                // Recompute correct paths
                Refresh();
            }
        }
        foreach (short s in toRemove)
        {
            attachedPipes.Remove(s);
        }
    }