示例#1
0
    void Update()
    {
        if (spawnedIn && setCourse && Vector2.Distance(transform.position, destination) < 2)         //If shuttle arrived
        {
            arrivedAtStation = true;
            GameManager.Instance.shuttleArrived = true;
            setCourse = false;

            mm.SetPosition(destination);

            mm.StopMovement();
            mm.RotateTo(Orientation.Right);             //Rotate shuttle correctly so doors are facing correctly
            mm.ChangeDir(Orientation.Left);             //Reverse into station evac doors.
            StartCoroutine(ReverseIntoStation(mm));
        }

        if (arrivedAtStation && !departed)
        {
            waitAtStationTime += Time.deltaTime;
            if (waitAtStationTime > 60f)
            {
                DepartStation();
            }
        }

        if (departed && !roundEnded)
        {
            departingFlightTime += Time.deltaTime;
            if (departingFlightTime > 60f)
            {
                roundEnded = true;
                GameManager.Instance.RoundEnd();
            }
        }
    }
示例#2
0
    void Update()
    {
        if (GameManager.Instance.GetRoundTime <= 150f && spawnedIn == false && setCourse == false)        // Warp close to station 2.5 mins before round ends
        {
            SpawnNearStation();
            setCourse = true;
        }

        if (spawnedIn && setCourse && Vector2.Distance(transform.position, destination) < 2)        //If shuttle arrived
        {
            arrivedAtStation = true;
            GameManager.Instance.shuttleArrived = true;
            setCourse = false;

            mm.SetPosition(destination);

            mm.StopMovement();
            mm.RotateTo(Orientation.Right);             //Rotate shuttle correctly so doors are facing correctly
            mm.ChangeDir(Orientation.Left);             //Reverse into station evac doors.
            StartCoroutine(ReverseIntoStation(mm));
        }

        if (GameManager.Instance.GetRoundTime <= 30f && arrivedAtStation == true)         // Depart the shuttle
        {
            mm.ChangeDir(Orientation.Right);
            mm.StartMovement();
        }
    }
 public void LandShuttleOnGround(Vector3 teleportCoordinate)
 {
     matrixMove.IsForceStopped = true;
     matrixMove.StopMovement();
     //Maybe change collision type?
     //matrixMove.matrixColliderType =
     matrixMove.SetPosition(teleportCoordinate);
 }
示例#4
0
    IEnumerator ProcessSpaceBody(MatrixMove mm)
    {
        bool validPos = false;

        while (!validPos)
        {
            Vector3 proposedPosition = RandomPositionInSolarSystem();
            bool    failedChecks     = false;
            //Make sure it is away from the middle of space matrix
            if (Vector3.Distance(proposedPosition,
                                 MatrixManager.Instance.spaceMatrix.transform.parent.transform.position) <
                minDistanceBetweenSpaceBodies)
            {
                failedChecks = true;
            }

            for (int i = 0; i < SpaceBodies.Count; i++)
            {
                if (Vector3.Distance(proposedPosition, SpaceBodies[i].transform.position) < minDistanceBetweenSpaceBodies)
                {
                    failedChecks = true;
                }
            }
            if (!failedChecks)
            {
                validPos = true;
                mm.SetPosition(proposedPosition);
                SpaceBodies.Add(mm);
            }
            yield return(YieldHelper.EndOfFrame);
        }
        yield return(YieldHelper.EndOfFrame);

        isProcessingSpaceBody = false;
    }
示例#5
0
    private void Update()
    {
        if (!CustomNetworkManager.Instance._isServer)
        {
            return;
        }

        if (moving && Vector2.Distance(transform.position, destination) < 2)            //arrived to dest
        {
            moving = false;
            mm.SetPosition(destination);
            mm.StopMovement();
            mm.SteerTo(Orientation.Up);

            if (CargoManager.Instance.ShuttleStatus == ShuttleStatus.OnRouteStation)
            {
                mm.ChangeFlyingDirection(Orientation.Down);
                StartCoroutine(ReverseIntoStation());
            }
        }
        if (CargoManager.Instance.CurrentFlyTime <= 0f &&
            CargoManager.Instance.ShuttleStatus == ShuttleStatus.OnRouteCentcom)
        {
            UnloadCargo();
            CargoManager.Instance.OnShuttleArrival();
        }
    }
示例#6
0
    public void SpawnNearStation()
    {
        //Makes sure asteroids don't spawn at/inside station
        Vector2 clampVal = Random.insideUnitCircle * asteroidDistance;

        if (clampVal.x > 0)
        {
            clampVal.x = Mathf.Clamp(clampVal.x, distanceFromStation, asteroidDistance);
        }
        else
        {
            clampVal.x = Mathf.Clamp(clampVal.x, -distanceFromStation, -asteroidDistance);
        }
        mm.SetPosition(clampVal);
    }
示例#7
0
    IEnumerator ProcessSpaceBody(MatrixMove mm)
    {
        if (SceneManager.GetActiveScene().name == "BoxStationV1")
        {
            minDistanceBetweenSpaceBodies = 200f;
        }
        //Change this for larger maps to avoid asteroid spawning on station.
        else
        {
            minDistanceBetweenSpaceBodies = 200f;
        }
        bool validPos = false;

        while (!validPos)
        {
            Vector3 proposedPosition = RandomPositionInSolarSystem();
            bool    failedChecks     =
                Vector3.Distance(proposedPosition, MatrixManager.Instance.spaceMatrix.transform.parent.transform.position) <
                minDistanceBetweenSpaceBodies;
            //Make sure it is away from the middle of space matrix

            for (int i = 0; i < SpaceBodies.Count; i++)
            {
                if (Vector3.Distance(proposedPosition, SpaceBodies[i].transform.position) < minDistanceBetweenSpaceBodies)
                {
                    failedChecks = true;
                }
            }
            if (!failedChecks)
            {
                validPos = true;
                mm.SetPosition(proposedPosition);
                SpaceBodies.Add(mm);
            }
            yield return(WaitFor.EndOfFrame);
        }
        yield return(WaitFor.EndOfFrame);

        isProcessingSpaceBody = false;
    }
示例#8
0
    IEnumerator ProcessSpaceBody(MatrixMove mm)
    {
        if (SceneManager.GetActiveScene().name == "BoxStationV1")
        {
            minDistanceBetweenSpaceBodies = 200f;
        }
        //Change this for larger maps to avoid asteroid spawning on station.
        else
        {
            minDistanceBetweenSpaceBodies = 200f;
        }

        //Fills list of Vectors all along shuttle path
        var beginning = GameManager.Instance.PrimaryEscapeShuttle.stationTeleportLocation;
        var target    = GameManager.Instance.PrimaryEscapeShuttle.stationDockingLocation;


        var distance = (int)Vector2.Distance(beginning, target);

        if (!EscapeShuttlePathGenerated)        //Only generated once
        {
            EscapeShuttlePath.Add(beginning);   //Adds original vector
            for (int i = 0; i < (distance / 50); i++)
            {
                beginning = Vector2.MoveTowards(beginning, target, 50);                //Vector 50 distance apart from prev vector
                EscapeShuttlePath.Add(beginning);
            }
            EscapeShuttlePathGenerated = true;
        }


        bool validPos = false;

        while (!validPos)
        {
            Vector3 proposedPosition = RandomPositionInSolarSystem();

            bool failedChecks =
                Vector3.Distance(proposedPosition, MatrixManager.Instance.spaceMatrix.transform.parent.transform.position) <
                minDistanceBetweenSpaceBodies;

            //Make sure it is away from the middle of space matrix


            //Checks whether position is near (100 distance) any of the shuttle path vectors
            foreach (var vectors in EscapeShuttlePath)
            {
                if (Vector3.Distance(proposedPosition, vectors) < 100)
                {
                    failedChecks = true;
                }
            }

            //Checks whether the other spacebodies are near
            for (int i = 0; i < SpaceBodies.Count; i++)
            {
                if (Vector3.Distance(proposedPosition, SpaceBodies[i].transform.position) < minDistanceBetweenSpaceBodies)
                {
                    failedChecks = true;
                }
            }

            if (!failedChecks)
            {
                validPos = true;
                mm.SetPosition(proposedPosition);
                SpaceBodies.Add(mm);
            }
            yield return(WaitFor.EndOfFrame);
        }
        yield return(WaitFor.EndOfFrame);

        isProcessingSpaceBody = false;
    }