示例#1
0
    void FixedUpdate()
    {
        if (spline.IsReady && isRunning)
        {
            if (loopMode == LoopMode.ONCE)
            {
                _t += speed;
            }
            else if (loopMode == LoopMode.LOOP)
            {
                if (_t >= splineTimeLimit)
                {
                    _t = 0f;
                }
                else
                {
                    _t += speed;
                }
            }
            else if (loopMode == LoopMode.PINGPONG)
            {
                if (_t >= splineTimeLimit || _t <= 0f)
                {
                    speed = -speed;
                }
                _t += speed;
            }

            if (_t > splineTimeLimit)
            {
                _t = splineTimeLimit;
                if (destroyOnReachingEnd && isWorking)
                {
                    //Debug.Log("Returning OP, reached end. Limit: " + splineTimeLimit);
                    pool.Return(GetComponent <Opponent>());
                    isWorking = false;
                }
            }
            if (_t < 0)
            {
                _t = 0f;
            }

            if (useLerp)
            {
                myTransform.position = Vector3.Lerp(myTransform.position, spline.GetPositionAtTime(_t) + offset, Time.deltaTime * 5);
            }
            else
            {
                myTransform.position = spline.GetPositionAtTime(_t) + offset;
            }

            spline.GetRotAtTime(_t, this.gameObject);
        }
    }
示例#2
0
    IEnumerator EventCoroutine(Props p)
    {
        Vector3 position = new Vector3(0, 0, 0);
        int     i        = 0;

        while (true)
        {
            if (p.stack.Count > 0 && p.isEventInProgress && mov.isPlaying && !mov.isGameOver)
            {
                Debug.Log("Spawning: " + p.name);
                if (!p.worldPos)
                {
                    position = vehicle.position + p.propRezOffset +
                               new Vector3(Random.Range(-p.randomness.x, p.randomness.x), Random.Range(-p.randomness.y, p.randomness.y),
                                           Random.Range(-p.randomness.z, p.randomness.z));

                    position += new Vector3(0, spline.GetPositionAtTime(spline.GetClosestPointAtSpline(position, 10)).y, 0); //Affect only Y-Axis
                }
                else
                {
                    position = p.propRezOffset + new Vector3(Random.Range(-p.randomness.x, p.randomness.x), Random.Range(-p.randomness.y, p.randomness.y),
                                                             Random.Range(-p.randomness.z, p.randomness.z));
                }

                p.stack.Pop().GetComponent <PropPoolObject>().Create(position, p.extraData);
                p.availableObjects = p.stack.Count;
                i++;
            }
            yield return(new WaitForSeconds(Random.Range(p.minSpawnInterval, p.maxSpawnInterval)));
        }
    }
示例#3
0
    public void Generate(float splineStart, float splineEnd)
    {
        Debug.Log("Generating side collider from " + splineStart.ToString("f2") + " to " + splineEnd.ToString("f2"));
        if (childGameObject == null)
        {
            childGameObject                  = new GameObject();
            childGameObject.name             = "SideCollider";
            childGameObject.transform.parent = myTransform;

            if (childCollider == null)
            {
                childCollider = childGameObject.AddComponent <MeshCollider>();
                childGameObject.AddComponent <MeshRenderer>();
                childGameObject.AddComponent <MeshFilter>();
            }
        }

        int     verticesCounter  = 0;
        float   f_iter_increment = (splineEnd - splineStart) / partsNumber;
        float   f_iter           = splineStart;
        Vector3 pos;

        // Generate vertices
        while (f_iter < splineEnd)
        {
            pos = spline.GetPositionAtTime(f_iter) + offset;
            vertices[verticesCounter++] = pos;
            vertices[verticesCounter++] = pos + new Vector3(0, colliderHeight, 0);

            f_iter += f_iter_increment;
        }

        mesh.vertices = vertices;

        if (!trianglesGenerated)
        {
            int trianglesCounter = 0;

            for (int i = 0; i < (partsNumber * 2 - 2); i += 2)
            {
                triangles[trianglesCounter++] = i;
                triangles[trianglesCounter++] = i + 2;
                triangles[trianglesCounter++] = i + 1;

                triangles[trianglesCounter++] = i + 5;
                triangles[trianglesCounter++] = i + 3;
                triangles[trianglesCounter++] = i + 4;
            }
            mesh.triangles     = triangles;
            trianglesGenerated = true;
        }

        childGameObject.GetComponent <MeshFilter>().sharedMesh = null;
        childGameObject.GetComponent <MeshFilter>().sharedMesh = mesh;

        childCollider.sharedMesh = null;
        childCollider.sharedMesh = mesh;
    }
示例#4
0
    void AddSegment()
    {
        Vector3    centerPos = spline.GetPositionAtTime(zStep * zIterator);
        Quaternion rot       = spline.GetRotAtTime(zStep * zIterator);

        log("Centerpos: " + centerPos);
        Vector3 vertexPos;

        vertexPos = centerPos;

        Instantiate(markerContainer, vertexPos, rot);

        zIterator++;
    }
示例#5
0
    IEnumerator CreateVertices()
    {
        yield return(new WaitForEndOfFrame());

        double startTime = Time.realtimeSinceStartup;

        offset = new Vector3(-x_spacing / 2, offset.y, offset.z);

        if (previousPart == null && this.gameObject.name != "0")
        {
            yield return(StartCoroutine(PreviousPartSearch()));
        }

        Vector3 position = Vector3.zero;
        Vector3 splinePos;
        int     howManyVertexes = 0;

        lastRow = null;
        counter = 0;
        float _step = (to - from) / (rows - 1);

        lastRow = new List <Vector3>();
        for (int j = 0; j < rows; j++)
        {
            splinePos = spline.GetPositionAtTime(_step * j + from);
            for (int i = 0; i < columns; i++)
            {
                //Log("Putting "+howManyVertexes+" at vert "+ (j*columns+i).ToString() +", pos x = "+i+", y = "+j);
                //Vector3 position = new Vector3(i * x_spacing + UnityEngine.Random.Range(-randomness, randomness), profileCurve.Evaluate(i * evaluationStep + UnityEngine.Random.Range(-evaluationDisturbance, evaluationDisturbance)) * y_spacing + UnityEngine.Random.Range(-randomness, randomness));
                position  = new Vector3(x_spacing * args[i] + UnityEngine.Random.Range(-randomness, randomness), profileCurve.Evaluate(args[i]) * y_spacing + UnityEngine.Random.Range(-evaluationDisturbance, evaluationDisturbance) * y_spacing, 0);
                position += (splinePos + offset);                 //preliczac offset na podstawie x_spacing
                if (j == rows - 1)
                {
                    lastRow.Add(position);
                }
                else if (j == 0)
                {
                    if (gameObject.name != "0")
                    {
                        /*yield return new WaitForEndOfFrame();
                         * previousPart = (MeshGenerator) GameObject.Find( (int.Parse(gameObject.name) - 1).ToString() ).GetComponent<MeshGenerator>() as MeshGenerator;
                         * if(previousPart == null) Debug.Log(this.gameObject + " couldn't find previous part! "+(int.Parse(gameObject.name) - 1).ToString());
                         */
                        if (previousPart == null)
                        {
                            Debug.Log(this.gameObject.name + ": Warning! previousPart == null");
                        }
                        while (previousPart.lastRow.Count < columns)
                        {
                            yield return(new WaitForSeconds(0.1f));
                        }
                        position = previousPart.lastRow[i];
                    }
                }
                howManyVertexes = GetSplitCount(i, j);
                if (!stacksGenerated)
                {
                    Vertex      v           = new Vertex(position);
                    Stack <int> vertexStack = new Stack <int>();
                    for (int p = 0; p < howManyVertexes; p++)
                    {
                        vertices[counter] = position;
                        vertexStack.Push(counter);
                        counter++;
                    }
                    v.indexes = vertexStack;
                    stacksOfVertexes.Add(v);
                }
                else
                {
                    stacksOfVertexes[j * columns + i].position = position;
                    for (int p = 0; p < howManyVertexes; p++)
                    {
                        vertices[counter] = position;
                        counter++;
                    }
                }
            }
            if (Time.realtimeSinceStartup - startTime > 0.015)
            {
                yield return(new WaitForEndOfFrame());
            }
        }
        stacksGenerated = true;
        if (!trianglesGenerated)
        {
            StartCoroutine(GenerateTriangles());
        }
        else
        {
            ChangeVertices();
        }
    }
示例#6
0
    private MeshGenerator GetCorrespondingPathPart()
    {
        //float splineClosestPosition = spline.GetClosestPointAtSpline(myTransform.position);

        float splineClosestPosition = spline.GetClosestPointAtSpline(vehicle.MyTransform.position) + 5f;

        caveLength = 100;

        Debug.Log("Creating cave at spline pos: " + splineClosestPosition + " which is Vector3 world pos = " + spline.GetPositionAtTime(splineClosestPosition));

        for (int i = 0; i < meshPool.allObjects.Count; i++)
        {
            if (meshPool.allObjects[i].from <= splineClosestPosition &&
                meshPool.allObjects[i].to >= splineClosestPosition)
            {
//				Debug.Log("Selected mesh is: "+meshPool.allObjects[i]);
                return(meshPool.allObjects[i]);
            }
        }

        Debug.LogWarning("Corresponding path of MeshGenerator was not found, probably cave exceeds rendered tunnel length. Closest point: " + splineClosestPosition.ToString("f2"));
        return(null);
    }
示例#7
0
    void FixedUpdate()
    {
        if (!isPaused)
        {
            if (controlsEnabled)
            {
                dir = inputManager.dir;

                forceAffector = new Vector3(forceAffector.x, 0, forceAffector.z / 100);
                forceAffector = Vector3.ClampMagnitude(forceAffector, forceAffectorMultiplier * 10);
                vect          = new Vector3(directionSensitivity * dir * -1f, 0, fwdSpeed * (1 + (accel)));
                vect         += forceAffector * (1 - controlMultiplier);

                if (!isGameOver)
                {
                    transform.Translate(vect);
                }

                myTransform.position = new Vector3(myTransform.position.x, spline.GetPositionAtTime(spline.GetClosestPointAtSpline(myTransform.position, 20)).y + 2, myTransform.position.z);

                Vector3 nearFuturePos = spline.GetPositionAtTime(spline.GetClosestPointAtSpline(myTransform.position, 20) + 0.1f);
                float   cameraXAngle  = myTransform.position.y - nearFuturePos.y;

                cameraRotationTarget          = Quaternion.Euler(cameraXAngle * 4 + highSpeedCameraAffector, dir * 10, dir * cameraRotSensitivityZ);
                uiRotationTarget              = Quaternion.Euler(accel * uiRotSensitivityX, dir * uiRotSensitivityY, dir * uiRotSensitivityZ);
                cameraTransform.localRotation = Quaternion.Lerp(cameraTransform.localRotation, cameraRotationTarget, Time.deltaTime * rotationSpeed);

                playerHealthBar.value = playerHealth / 100f;

                if (playerHealth != playerOldHealth)
                {
                    playerHealthText.text = "Health: " + playerHealth.ToString("f2") + "%";
                }
                playerOldHealth = playerHealth;

                if (shouldRotateUI)
                {
                    foreach (Transform t in uiPanelElements)
                    {
                        t.localRotation = Quaternion.Lerp(t.localRotation, uiRotationTarget, Time.deltaTime * rotationSpeed);
                    }
                }

                if (shouldTweenFOV)
                {
                    cam.fieldOfView = Mathf.Lerp(cam.fieldOfView, 90 + (accel * 75), Time.deltaTime * rotationSpeed);
                }


                Vector3    left  = transform.TransformDirection(Vector3.left);
                Vector3    right = transform.TransformDirection(Vector3.right);
                RaycastHit hit;

                if (Physics.Raycast(transform.position, left, out hit, minChargeDistance))
                {
                    nearMissCharge     += 0.1f;
                    leftGradient.alpha += 0.1f;

                    if (hit.collider.gameObject.tag == "Obstacle" && !nearMissCooldown)
                    {
                        score += 200;
                        ScoreBonusManager.Instance.AddScore(200, "Near Miss");
                        StartCoroutine("NearMissCooldown");
                    }
                }

                if (Physics.Raycast(transform.position, right, out hit, minChargeDistance))
                {
                    nearMissCharge      += 0.1f;
                    rightGradient.alpha += 0.1f;

                    if (hit.collider.gameObject.tag == "Obstacle" && !nearMissCooldown)
                    {
                        score += 200;
                        ScoreBonusManager.Instance.AddScore(200, "Near Miss");
                        StartCoroutine("NearMissCooldown");
                    }
                }

                if (nearMissCharge >= nearMissChargeCap)
                {
                    nearMissCharge = nearMissChargeCap;
                }
                chargeLineRight.fillAmount = nearMissCharge / nearMissChargeCap;
                chargePercentageLabel.text = ((nearMissCharge / nearMissChargeCap) * 100).ToString("f1") + "%";

                if (nearMissCharge < 1f)
                {
                    TriggerSlowDown();
                }
            }
            else
            {
                if (spline.IsReady)
                {
                    if (loopMode == LoopMode.ONCE)
                    {
                        _t += menuFwdSpeed;
                    }
                    else if (loopMode == LoopMode.LOOP)
                    {
                        if (_t >= splineTimeLimit)
                        {
                            _t = 0f;
                        }
                        else
                        {
                            _t += menuFwdSpeed;
                        }
                    }
                    else if (loopMode == LoopMode.PINGPONG)
                    {
                        if (_t >= splineTimeLimit || _t <= 0f)
                        {
                            menuFwdSpeed = -menuFwdSpeed;
                        }
                        _t += menuFwdSpeed;
                    }

                    if (_t > splineTimeLimit)
                    {
                        _t = splineTimeLimit;
                    }
                    if (_t < 0)
                    {
                        _t = 0f;
                    }

                    myTransform.position = Vector3.Lerp(myTransform.position, spline.GetPositionAtTime(_t), Time.deltaTime * 5);
                    //myTransform.position = spline.GetPositionAtTime(_t);
                    spline.GetRotAtTime(_t + 0.5f, this.gameObject);
                }
            }
        }
    }