Пример #1
0
        private void OnValidate()
        {
            if (!IsPrefabDataValid())
            {
                Debug.LogError($"[{nameof(ObstacleData)}] [{nameof(OnValidate)}] Invalid data. {name}");
                return;
            }

            if (!IntRangedValue.IsInitialized(_spawnRotation))
            {
                _spawnRotation = GameConstants.Animation.Obstacle.DefaultRotation;
                UnityEditor.EditorUtility.SetDirty(this);
            }

            if (!IntRangedValue.IsInitialized(_targetRotation))
            {
                _targetRotation = _autoCalculateTarget ? FindSafeTarget() : GameConstants.Animation.Obstacle.DefaultRotation;
                UnityEditor.EditorUtility.SetDirty(this);
            }

            if (_autoCalculateTarget && _targetRotation.IsEqualTo(GameConstants.Animation.Obstacle.DefaultRotation))
            {
                _targetRotation = FindSafeTarget();
                UnityEditor.EditorUtility.SetDirty(this);
            }
        }
Пример #2
0
        private IntRangedValue FindSafeTarget()
        {
            var totalObjects = _enabledObjects.Count + _disabledObjects.Count;

            var isPrevEnabled    = _enabledObjects.Contains(0);
            var currentGapSize   = isPrevEnabled ? 0 : 1;
            var gapStart         = currentGapSize == 0 ? -1 : 0;
            var largestGapRange  = new IntRangedValue(gapStart, gapStart, true);
            var smallestGapRange = new IntRangedValue(0, totalObjects - 1, true);

            for (var i = 1; i < totalObjects; i++)
            {
                var isCurrentEnabled = _enabledObjects.Contains(i);
                var didChange        = isPrevEnabled != isCurrentEnabled;
                if (!didChange)
                {
                    if (!isPrevEnabled)
                    {
                        continue;
                    }
                    gapStart = -1;
                }
                else
                {
                    if (isPrevEnabled)
                    {
                        gapStart = i;
                    }
                    else
                    {
                        var gap = new IntRangedValue(gapStart, i - 1, true);

                        if (gap.Interval > largestGapRange.Interval && IsGapValid(gap))
                        {
                            largestGapRange = gap;
                        }

                        if (gap.Interval < smallestGapRange.Interval && IsGapValid(gap))
                        {
                            smallestGapRange = gap;
                        }
                    }
                }

                isPrevEnabled = isCurrentEnabled;
            }

            const float resolution = GameConstants.Animation.Obstacle.Resolution;
            const float buffer     = GameConstants.Animation.Obstacle.MinGapSize * (360f / resolution);
            var         safeRange  = new IntRangedValue((int)(90 + buffer), (int)(270 - buffer));


            var largestGapAngle = new IntRangedValue((int)(largestGapRange.Min / resolution * 360f),
                                                     (int)(largestGapRange.Max / resolution * 360f));

            var targetRotation = new IntRangedValue(safeRange.Min - largestGapAngle.Max, safeRange.Max - largestGapAngle.Min);

            return(targetRotation);
        }
Пример #3
0
        private void OnGameStart(object[] obj)
        {
            _groupRange      = _levelDataManager.CurrentLevelData.Grouping;
            _groupCount      = -1;
            _obstacleId      = -1;
            _groupColorIndex = -1;

            _shuffleBag = new ShuffleBag(_data.Length);
        }
Пример #4
0
 private static bool IsGapValid(IntRangedValue gap)
 {
     return(gap.Interval >= GameConstants.Animation.Obstacle.MinGapSize);
 }
Пример #5
0
 public bool IsEqualTo(IntRangedValue other)
 {
     return(other != null && other.Min == _min && other._max == _max && other.Interval == Interval);
 }
 public int Next(IntRangedValue val) => _random.Next(val.Min, val.Max);