Пример #1
0
    // Update is called once per frame
    public override void ConveyanceUpdate(Guest guest)
    {
        if (Path.Length < 2)
        {
            return;
        }

        //add guest to dictionary
        if (!_guests.ContainsKey(guest))
        {
            _guests.Add(guest, 0);
            guest.transform.position = Path[0].transform.position;
            return;
        }

        //move guest along
        _guests[guest] += Time.deltaTime * Speed;
        Vector3 position = _mSplineInterp.GetHermiteAtTime(_guests[guest]); //+++

        guest.transform.forward  = position - guest.transform.position;     //make sure guest is facing movement direction
        guest.transform.position = position;

        //once we reach end, remove the guest
        int nodeCount = _mSplineInterp.GetNodeCount(); //+++

        if (nodeCount % 2 != 0)
        {
            nodeCount--;
        }                                        //+++
        if (_guests[guest] >= nodeCount)
        {
            _guests.Remove(guest);
            guest.NextDestination();
        }
    }
Пример #2
0
    private void OnDrawGizmos()
    {
        if (Path.Length < 2)
        {
            return;
        }
        if (Array.Exists(Path, go => go == null))
        {
            return;
        }

        SplineInterpolator spline = SetupSpline(Path);

        Gizmos.color = Color.red;
        Gizmos.DrawRay(spline.GetHermiteAtTime(Testing), Vector3.up);

        Gizmos.color = Color.white;
        Vector3 lastPosition = spline.GetHermiteAtTime(0);
        int     nodeCount    = spline.GetNodeCount();

        if (nodeCount % 2 != 0)
        {
            nodeCount--;
        }                                        //test if the node count is even, if odd subtract one
        for (float t = _period; t <= nodeCount; t += _period)
        {
            Vector3 curretPosition = spline.GetHermiteAtTime(t);
            Gizmos.DrawLine(lastPosition, curretPosition);
            lastPosition = curretPosition;
        }
    }
Пример #3
0
    private float SplineLength(SplineInterpolator spline, float period)
    {
        float   length       = 0;
        Vector3 lastPosition = spline.GetHermiteAtTime(0);
        int     nodeCount    = spline.GetNodeCount();

        if (nodeCount % 2 != 0)
        {
            nodeCount--;
        }                                        //test if the node count is even, if odd subtract one
        for (float t = _period; t <= nodeCount; t += _period)
        {
            Vector3 curretPosition = spline.GetHermiteAtTime(t);
            float   distance       = Vector3.Distance(lastPosition, curretPosition);
            length      += distance;
            lastPosition = curretPosition;
        }
        return(length);
    }