示例#1
0
        private KeysPressed turnIfOnAnEdge(KeysPressed keysPressed,
                                           float minimalSpaceBetweenTileBelow, AICharacter character)
        {
            IGravityClient gravityClient = character.getEntity().getGravityClient();
            RayHitboxes    rayHitboxes   = gravityClient.getRayHitboxes();

            if (gravityClient.isFlipped() && rayHitboxes.HitLeftBelow.distance > 1.0f)
            {
                keysPressed.left  = false;
                keysPressed.right = true;
            }
            else if (gravityClient.isFlipped() &&
                     rayHitboxes.HitLeftBelow.distance <= minimalSpaceBetweenTileBelow)
            {
                keysPressed.left  = true;
                keysPressed.right = false;
            }

            if (!gravityClient.isFlipped() &&
                rayHitboxes.HitRightBelow.distance > 1.0f)
            {
                keysPressed.left  = true;
                keysPressed.right = false;
            }
            else if (!gravityClient.isFlipped() &&
                     rayHitboxes.HitRightBelow.distance <= minimalSpaceBetweenTileBelow)
            {
                keysPressed.left  = false;
                keysPressed.right = true;
            }

            return(keysPressed);
        }
示例#2
0
        protected virtual KeysPressed turnIfWallIsNear(IGravityClient gravityClient, float topFrontDistance,
                                                       float minimalSpaceBetweenTileFront, KeysPressed keysPressed, out bool turned)
        {
            turned = false;

            if (!gravityClient.isFlipped() &&
                topFrontDistance <= minimalSpaceBetweenTileFront)
            {
                turned            = true;
                keysPressed.left  = true;
                keysPressed.right = false;
            }
            else if (!gravityClient.isFlipped() &&
                     topFrontDistance > minimalSpaceBetweenTileFront)
            {
                keysPressed.left  = false;
                keysPressed.right = true;
            }

            if (gravityClient.isFlipped() &&
                topFrontDistance <= minimalSpaceBetweenTileFront)
            {
                turned            = true;
                keysPressed.left  = false;
                keysPressed.right = true;
            }
            else if (gravityClient.isFlipped() &&
                     topFrontDistance > minimalSpaceBetweenTileFront)
            {
                keysPressed.left  = true;
                keysPressed.right = false;
            }

            return(keysPressed);
        }
示例#3
0
        public float checkRaysFront(IGravityClient gameObject, float yAangle, float zAngle, int layerMask = 0, bool ignoreSlope = false)
        {
            RaycastHit2D hitTopFront;
            RaycastHit2D hitMiddleFront;
            RaycastHit2D hitBelowFront;

            float distance = (gameObject.isFlipped()) ? -1000.0f : 1000.0f;

            float distanceFront = (!gameObject.isFlipped()) ? checkRay(gameObject, posRayTopFront,
                                                                       distance, yAangle, zAngle, out hitTopFront, Color.green, layerMask + ((ignoreSlope)? 0 : (1 << slopeLayerNumber))) :
                                  checkRayFlipped(gameObject, posRayTopFront,
                                                  distance, yAangle, zAngle, out hitTopFront, Color.green, layerMask + ((ignoreSlope) ? 0 : (1 << slopeLayerNumber)));

            float tmpDistanceFront = (!gameObject.isFlipped()) ? checkRay(gameObject, posRayMiddleFront,
                                                                          distance, yAangle, zAngle, out hitMiddleFront, Color.green, layerMask + ((ignoreSlope) ? 0 : (1 << slopeLayerNumber))) :
                                     checkRayFlipped(gameObject, posRayMiddleFront,
                                                     distance, yAangle, zAngle, out hitMiddleFront, Color.green, layerMask + ((ignoreSlope) ? 0 : (1 << slopeLayerNumber)));

            distanceFront = (distanceFront < tmpDistanceFront) ? distanceFront : tmpDistanceFront;

            RayHitboxes rayHitboxes = gameObject.getRayHitboxes();

            if (rayHitboxes.HitMiddleFront.collider != null &&
                rayHitboxes.HitMiddleFront.collider.tag.CompareTo("Slope") != 0)
            {
                tmpDistanceFront = (!gameObject.isFlipped()) ? checkRay(gameObject, posRayBelowFront,
                                                                        distance, yAangle, zAngle, out hitBelowFront, Color.green, layerMask) :
                                   checkRayFlipped(gameObject, posRayBelowFront,
                                                   distance, yAangle, zAngle, out hitBelowFront, Color.green, layerMask);

                rayHitboxes.HitBelowFront = hitBelowFront;

                if (rayHitboxes.HitBelowFront.collider != null &&
                    rayHitboxes.HitBelowFront.collider.tag.CompareTo("Slope") != 0)
                {
                    distanceFront = (distanceFront < tmpDistanceFront) ? distanceFront : tmpDistanceFront;
                }
            }
            else
            {
                hitBelowFront             = new RaycastHit2D();
                hitBelowFront.distance    = -1.0f;
                rayHitboxes.HitBelowFront = hitBelowFront;
            }
            rayHitboxes.HitMiddleFront = hitMiddleFront;
            rayHitboxes.HitTopFront    = hitTopFront;
            rayHitboxes.DistanceFront  = distanceFront;
            gameObject.setRayHitboxes(rayHitboxes);

            return(distanceFront);
        }
示例#4
0
        public float checkRaysFront(IGravityClient gameObject, float yAangle, float zAngle, int layersToIgnore = 0)
        {
            RaycastHit hitTopFront;
            RaycastHit hitMiddleFront;
            RaycastHit hitBelowFront;

            float distance = (gameObject.isFlipped()) ? -1000.0f : 1000.0f;

            float distanceFront = (!gameObject.isFlipped()) ? checkRay(gameObject, posRayTopFront,
                                                                       distance, yAangle, zAngle, out hitTopFront, Color.green, layersToIgnore) :
                                  checkRayFlipped(gameObject, posRayTopFront,
                                                  distance, yAangle, zAngle, out hitTopFront, Color.green, layersToIgnore);

            float tmpDistanceFront = (!gameObject.isFlipped()) ? checkRay(gameObject, posRayMiddleFront,
                                                                          distance, yAangle, zAngle, out hitMiddleFront, Color.green, layersToIgnore) :
                                     checkRayFlipped(gameObject, posRayMiddleFront,
                                                     distance, yAangle, zAngle, out hitMiddleFront, Color.green, layersToIgnore);

            distanceFront = (distanceFront < tmpDistanceFront) ? distanceFront : tmpDistanceFront;

            RayHitboxes3D rayHitboxes = gameObject.getRayHitboxes3D();

            if (rayHitboxes.HitMiddleFront.collider != null &&
                rayHitboxes.HitMiddleFront.collider.tag.CompareTo("Slope") != 0)
            {
                tmpDistanceFront = (!gameObject.isFlipped()) ? checkRay(gameObject, posRayBelowFront,
                                                                        distance, yAangle, zAngle, out hitBelowFront, Color.green, layersToIgnore) :
                                   checkRayFlipped(gameObject, posRayBelowFront,
                                                   distance, yAangle, zAngle, out hitBelowFront, Color.green, layersToIgnore);

                rayHitboxes.HitBelowFront = hitBelowFront;

                if (rayHitboxes.HitBelowFront.collider != null &&
                    rayHitboxes.HitBelowFront.collider.tag.CompareTo("Slope") != 0)
                {
                    distanceFront = (distanceFront < tmpDistanceFront) ? distanceFront : tmpDistanceFront;
                }
            }
            rayHitboxes.HitMiddleFront = hitMiddleFront;
            rayHitboxes.HitTopFront    = hitTopFront;
            rayHitboxes.DistanceFront  = distanceFront;
            gameObject.setRayHitboxes3D(rayHitboxes);

            return(distanceFront);
        }