// Use this for initialization void Start() { nbAgents = GameObject.Find("AgentManager").transform.childCount; v_size = 10; valuesA = new int[v_size]; valuesF = new int[v_size]; valuesW = new int[v_size]; LR1.SetVertexCount(0); LR2.SetVertexCount(0); LR3.SetVertexCount(0); LR1.SetColors(Color.green, Color.green); LR2.SetColors(Color.red, Color.red); LR3.SetColors(Color.blue, Color.blue); LR1.enabled = false; LR2.enabled = false; LR3.enabled = false; timeCurrent = Time.fixedTime; for (int i = 0; i < v_size; i++) { valuesA[i] = -1; valuesF[i] = -1; valuesW[i] = -1; } nbAgents = countAgents(); nbWater = countWater(); nbFood = countFood(); yUp = T1.position.y; yDown = T2.position.y; current = state.None; }
void draw(bool all) { /////////////////////////////////////////////////////////1 int i = 0; while (i < v_size && valuesA[i] != -1 && !fullA) { i++; } if (i == v_size) { fullA = true; } if (fullA) { for (int j = 1; j < v_size; j++) { valuesA[j - 1] = valuesA[j]; } valuesA[v_size - 1] = nbAgents; nbEA = v_size; LR1.SetVertexCount(v_size); } else { valuesA[i] = nbAgents; LR1.SetVertexCount(i); nbEA = i; } ////////////////////////////////////////////////////////2 i = 0; while (i < v_size && valuesF[i] != -1 && !fullF) { i++; } if (i == v_size) { fullF = true; } if (fullF) { for (int j = 1; j < v_size; j++) { valuesF[j - 1] = valuesF[j]; } valuesF[v_size - 1] = nbFood; LR2.SetVertexCount(v_size); nbEF = v_size; } else { valuesF[i] = nbFood; LR2.SetVertexCount(i); nbEF = i; } /////////////////////////////////////////////////////////3 i = 0; while (i < v_size && valuesW[i] != -1 && !fullW) { i++; } if (i == v_size) { fullW = true; } if (fullW) { for (int j = 1; j < v_size; j++) { valuesW[j - 1] = valuesW[j]; } valuesW[v_size - 1] = nbWater; LR3.SetVertexCount(v_size); nbEW = v_size; } else { valuesW[i] = nbWater; LR3.SetVertexCount(i); nbEW = i; } switch (current) { case state.All: { for (int j = 0; j < nbEA; j++) { lastYA = origin.position.y + yScaleA * valuesA[j]; LR1.SetPosition(j, new Vector3(origin.position.x + j * xScaleA, origin.position.y + yScaleA * valuesA[j], origin.position.z)); } for (int j = 0; j < nbEF; j++) { lastYF = origin.position.y + yScaleF * valuesF[j]; LR2.SetPosition(j, new Vector3(origin.position.x + j * xScaleF, origin.position.y + yScaleF * valuesF[j], origin.position.z)); } for (int j = 0; j < nbEW; j++) { lastYW = origin.position.y + yScaleW * valuesW[j]; LR3.SetPosition(j, new Vector3(origin.position.x + j * xScaleW, origin.position.y + yScaleW * valuesW[j], origin.position.z)); } break; } case state.Agents: { for (int j = 0; j < nbEA; j++) { lastYA = origin.position.y + yScaleA * valuesA[j]; LR1.SetPosition(j, new Vector3(origin.position.x + j * xScaleA, origin.position.y + yScaleA * valuesA[j], origin.position.z)); } break; } case state.Food: { for (int j = 0; j < nbEF; j++) { lastYF = origin.position.y + yScaleF * valuesF[j]; LR2.SetPosition(j, new Vector3(origin.position.x + j * xScaleF, origin.position.y + yScaleF * valuesF[j], origin.position.z)); } break; } case state.Water: { for (int j = 0; j < nbEW; j++) { lastYW = origin.position.y + yScaleW * valuesW[j]; LR3.SetPosition(j, new Vector3(origin.position.x + j * xScaleW, origin.position.y + yScaleW * valuesW[j], origin.position.z)); } break; } } }
void FixedUpdate() { ray = new Ray2D(goTransform.position, goTransform.up); LR2.SetVertexCount(0); //Check if the ray has hit something hit = Physics2D.Raycast(goTransform.position, this.transform.up, 50, 1 << LayerMask.NameToLayer("UI")); LR.SetPosition(0, new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z + (-5))); Positions[0] = new Vector3(this.transform.position.x, this.transform.position.y, this.transform.position.z + (-5)); if (hit.collider.tag == "TopBorder") { Debug.DrawRay(goTransform.position, hit.point - (Vector2)goTransform.position, Color.blue); } else //cast the ray 100 units at the specified direction { Debug.DrawRay(goTransform.position, hit.point - (Vector2)goTransform.position, Color.blue); if (hit.collider.name == "RightBoundry") { inDirection = Vector3.Reflect(ray.direction + (new Vector2(0.3f, 0.3f)), hit.normal); } else if (hit.collider.name == "LeftBoundry") { inDirection = Vector3.Reflect(ray.direction + (new Vector2(0.02f, 0.02f)), hit.normal); } //the reflection direction is the reflection of the current ray direction flipped at the hit normal //cast the reflected ray, using the hit point as the origin and the reflected direction as the direction ray = new Ray2D(hit.point, inDirection); Debug.DrawRay(hit.point, hit.normal * 3, Color.red); ray.direction = ray.direction * -1; //hit2 = Physics2D.Raycast(hit.point + ray.direction * 2f, ray.direction, 50f, 1 << LayerMask.NameToLayer("UI")); hit2 = Physics2D.Raycast(hit.point + ray.direction * 2f, ray.direction, 50f, 1 << LayerMask.NameToLayer("UI")); //represent the ray using a line that can only be viewed at the scene tab Debug.DrawRay(hit.point, ray.direction, Color.blue); if (hit2) { print(hit2.collider.name); //hit3 = Physics2D.Raycast(hit.point + ray.direction * 2f, -ray.direction, 50f, 1 << LayerMask.NameToLayer("UI")); //LR2.SetVertexCount(2); //LR2.SetPosition(0, hit.point); //LR2.SetPosition(1, hit.point + ray.direction * 20f); LR2.SetVertexCount(2); LR2.SetPosition(0, hit2.point); LR2.SetPosition(1, hit2.point + -(ray.direction) * 20f); } else { LR2.SetVertexCount(0); } } LR.SetPosition(1, transform.up * 20 + transform.position); this.GetComponent <LineRenderer>().material.mainTextureOffset = new Vector2(Mathf.Lerp(max, min, t), 0f); t += 0.15f * Time.deltaTime; if (t >= 1f) { t = 0; } }