示例#1
0
        private void TickArrivals()
        {
            ListX <TransformInfo> transformInfos = GameData.Instance.transformInfoMap;
            float startDistanceSquared           = arrivalHyperspaceDistance * arrivalHyperspaceDistance;
            float arrivalThresholdSquared        = arrivedThreshold * arrivedThreshold;

            float deltaTime = GameTimer.Instance.deltaTime;
            int   count     = arrivals.Count;

            for (int i = 0; i < count; i++)
            {
                Arrival       arrival         = arrivals[i];
                TransformInfo entityTransform = transformInfos[arrival.entityId];

                float distRatio = entityTransform.DistanceToSquared(arrival.startPoint) / startDistanceSquared;
                float speed     = arrivalSpeedCurve.Evaluate(Mathf.Clamp01(distRatio)) * hyperspaceEnterSpeed;
                entityTransform.position += (entityTransform.forward * speed) * deltaTime;
                float distSqr = entityTransform.DistanceToSquared(arrival.startPoint);
                if (distSqr >= arrivalThresholdSquared)
                {
                    Trigger(new Evt_EntityArrived(arrival.entityId));
                }

                transformInfos[arrival.entityId] = entityTransform;
            }
        }
示例#2
0
        private void TickDepartures()
        {
            ListX <TransformInfo> transformInfos = GameData.Instance.transformInfoMap;
            float endDistanceSquared             = departureHyperspaceDistance * departureHyperspaceDistance;

            float deltaTime = GameTimer.Instance.deltaTime;
            int   count     = departures.Count;

            for (int i = 0; i < count; i++)
            {
                Departure     departure       = departures[i];
                TransformInfo entityTransform = transformInfos[departure.entityId];

                float distRatio = 1f - (entityTransform.DistanceToSquared(departure.endPoint) / endDistanceSquared);
                // todo -- first accelerate to top speed, then add speed + this computed speed
                float speed = (departureSpeedCurve.Evaluate(Mathf.Clamp01(distRatio)) * hyperspaceExitSpeed);
                entityTransform.position += (entityTransform.forward * speed) * deltaTime;
                Vector3 toTarget = (departure.endPoint - entityTransform.position).normalized;
                if ((Vector3.Dot(toTarget, entityTransform.forward) < 0))
                {
                    Trigger(new Evt_EntityDeparted(departure.entityId));
                }

                transformInfos[departure.entityId] = entityTransform;
            }
        }