示例#1
0
    void FixedUpdate()
    {
        //Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
        Vector3 newBaryCenter = new Vector3();

        for (int i = 0; i < bacteries.Count; i++)
        {
            Bactery b = bacteries [i].GetComponent <Bactery> ();
            if (b.bacteryState == BacteryState.normal)
            {
                newBaryCenter += bacteries [i].transform.position;
                //RaycastHit insideHit;
                //if (Physics.Raycast (ray, out insideHit, 10f, insideMask)) {
                //	Debug.DrawRay (insideHit.point, insideHit.normal, Color.white);
                //	RaycastHit outsideHit;
                //	if (Physics.Raycast (ray, out outsideHit, 10f, outsideMask)) {
                //		Debug.DrawRay (outsideHit.point, outsideHit.normal, Color.yellow);
                //		Vector3 wanted_position = (insideHit.point + outsideHit.point) / 2;
                Vector3 mousePos = Input.mousePosition;
                mousePos.z = distanceToCam;
                mousePos   = Camera.main.ScreenToWorldPoint(mousePos);
                Vector3   direction        = mousePos - bacteries [i].transform.position;
                Rigidbody bacteryRigidBody = bacteries [i].GetComponent <Rigidbody> ();
                bacteryRigidBody.AddForce(direction);
            }
            if (ActiveCount < maxBacteryCount)
            {
                Bactery bactery = bacteries [i].GetComponent <Bactery> ();
                bactery.TestAndDivide(Random.Range(0f, 1f), this);
            }
        }
        if (Input.GetMouseButtonDown(0) && ActiveCount > 1)
        {
            Bactery[] activeBacteries = GetActiveBacteries();
            Bactery   bactery         = activeBacteries [Random.Range(0, activeBacteries.Length)];
            bactery.StickToWall();
        }
        Transform baryCenter = GameObject.Find("Barycenter").transform;

        baryCenter.position = newBaryCenter / ActiveCount;
        Quaternion rotation = baryCenter.rotation;

        rotation.y         += Input.GetAxis("Vertical");
        baryCenter.rotation = rotation;
        //int mask = 1 << 10;
        //mask = ~mask;
        //RaycastHit insideHitBary;
        //if (Physics.Raycast (baryCenter.position, Camera.main.transform.forward, out insideHitBary, 100f, mask)) {
        //Debug.DrawRay (insideHit.point, insideHit.normal, Color.white);
        //	RaycastHit outsideHitBary;
        //		if (Physics.Raycast (baryCenter.position, Camera.main.transform.forward, out outsideHitBary, 100f, mask)) {
        //Debug.DrawRay (outsideHit.point, outsideHit.normal, Color.yellow);
        //		Vector3 medianPoint = (insideHitBary.point + outsideHitBary.point) / 2;
        //		Vector3 newBaryCenterPos = new Vector3 (baryCenter.position.x, medianPoint.y, medianPoint.z);
        //		baryCenter.position = newBaryCenterPos;
        //	}
        //}
    }
示例#2
0
    Bactery[] GetActiveBacteries()
    {
        List <Bactery> activeBacteries = new List <Bactery> ();

        for (int i = 0; i < bacteries.Count; i++)
        {
            Bactery b = bacteries [i].GetComponent <Bactery> ();
            if (b.bacteryState == BacteryState.normal)
            {
                activeBacteries.Add(b);
            }
        }
        return(activeBacteries.ToArray());
    }
示例#3
0
    protected override void onProcess(int currentFrame)
    {
        foreach (GameObject bactery in f_bacteries)
        {
            Bactery bacteryComponent = bactery.GetComponent <Bactery>();
            // prise en compte du temps passé
            bacteryComponent._reloadProgress += Time.deltaTime;

            if (bacteryComponent._reloadProgress >= bacteryComponent._reloadTime)
            {
                bacteryComponent._reloadProgress = 0;
                // génération d'une toxine
                GameObject toxin = Object.Instantiate(bacteryComponent._toxinPrefab);
                // positionnement de la toxine sous la bactérie
                toxin.transform.position = bactery.transform.position;
                // définition d'une position à atteindre pour faire dériver la toxine
                toxin.GetComponent <Target>()._target = new Vector3(Random.Range(-3.5f, 3.5f), Random.Range(-2.5f, 2.5f));
                // définition des domages de la toxine en fonction de la bactérie
                toxin.GetComponent <Toxin>()._damages = bacteryComponent._toxinDamages;

                GameObjectManager.bind(toxin);
            }
        }
    }