示例#1
0
        //update position of disk
        private void updatePosition(float fallHeight)
        {
            gameController.ceilingObject.SetActive(false);

            float y;

            if (fallHeight == 0.0)
            {
                y = (float)actualColumn.getNumberofDisks() * gameController.getDiskHeight() - 0.5f * gameController.getDiskHeight();
                state = diskState.lying;
            }
            else
            {
                y = fallHeight;
                state = diskState.animatedDown;
            }

            Vector3 newPos = new Vector3(actualColumn.gameObject.transform.position.x, y, transform.position.z);

            //TODO is it necessary to have both lines here?
            transform.position = newPos;
            //rigidbody.position = newPos;
        }
示例#2
0
        void Start()
        {
            //initialization
            state = diskState.lying;

            waitingForTarget = false;
            boundary = new Boundary();
        }
示例#3
0
        void Update()
        {
            if (state == diskState.animatedUp)
            {
                float cp = gameController.getCeilingPosition();
                //print("Ceiling position y: " + cp);
                if (transform.position.y > cp)
                {
                    gameController.ceilingObject.SetActive(true);

                    state = diskState.dragged;

                    GetComponent<Rigidbody>().isKinematic = true;

                    initialDiskScreenPoint = Camera.main.WorldToScreenPoint(transform.position);
                    //offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, initialDiskScreenPoint.z));
                }
            }

            //"ground" falling disk
            if (state == diskState.animatedDown)
            {
                if (transform.position.y < (float)actualColumn.getNumberofDisks() * gameController.getDiskHeight() - 0.5f * gameController.getDiskHeight() + 0.1)
                {
                    state = diskState.lying;
                }
            }

            if (state == diskState.dragged)
            {
                Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, initialDiskScreenPoint.z);
                Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint);// +offset;

                //TODO clamp position
                curPosition.x = Mathf.Clamp(curPosition.x, boundary.xMin, boundary.xMax);
                curPosition.y = Mathf.Clamp(curPosition.y, boundary.yMin, boundary.yMax);
                curPosition.z = 0.0f;
                transform.position = curPosition;

            }
        }
示例#4
0
        private void animateDiskUp()
        {
            state = diskState.animatedUp;

            //adjust impulse to number of disk on the column - the more disks, the less necessary impulse
            GetComponent<Rigidbody>().AddForce(transform.up * (10.75f - (0.375f * actualColumn.getNumberofDisks())), ForceMode.Impulse);
        }