示例#1
0
    private void ThrowRayCast(Vector2 from, Vector2 direction, float distance, Vector2 raycastvector)
    {
        RaycastHit2D hit = Physics2D.Raycast(from, direction, distance, layers);
        hitInfo      hitInformation;

        Debug.DrawLine(from, direction * distance + from, Color.red * (1 - colorauxIterator / Angle));

        if (hit)
        {
            raycastvector = new Vector2(hit.point.x, hit.point.y);
        }
        hitInformation = new hitInfo(true, raycastvector, hit.collider);
        hitsList.Add(hitInformation);
    }
示例#2
0
    private void determineVisiblePoints()
    {
        hitInfo currentHitinfo, lastHitInfo = hitsList[0];
        Vector2 firstCollision = lastHitInfo.pointOfCollision;

        Vector2[] currentColliderVertices;
        VisibleConePoints.AddFirst(firstCollision);

        LinkedListNode <Vector2> currentpoint;
        LinkedListNode <Vector2> previouspoint;
        Collider2D colliderBetweenpoints = new Collider2D();



        for (int i = 1; i < hitsList.Count; i++)
        {
            currentHitinfo = hitsList[i];

            currentpoint = VisibleConePoints.AddLast(lastHitInfo.pointOfCollision);
            //si uno de los dos
            if (lastHitInfo.collisionCollider != currentHitinfo.collisionCollider)
            {
                if (currentpoint.Previous != null)
                {
                    previouspoint = currentpoint.Previous;

                    colliderBetweenpoints = currentHitinfo.collisionCollider == null ? lastHitInfo.collisionCollider : currentHitinfo.collisionCollider;
                }
            }
            else
            {
                Vector2      direction = currentHitinfo.pointOfCollision - lastHitInfo.pointOfCollision;
                RaycastHit2D hit       = Physics2D.Raycast(lastHitInfo.pointOfCollision, direction.normalized, direction.magnitude, layers);

                if (hit)
                {
                    colliderBetweenpoints = hit.collider;
                }
            }
            if (colliderBetweenpoints != null)
            {
                currentColliderVertices = colliderBetweenpoints.gameObject.GetComponent <SpriteRenderer>().sprite.vertices;
                addVertexInTriangle(currentColliderVertices, colliderBetweenpoints, lastHitInfo, currentHitinfo, currentpoint);
            }
            lastHitInfo = currentHitinfo;
        }
        VisibleConePoints.AddLast(hitsList[hitsList.Count - 1].pointOfCollision);
    }
示例#3
0
 void Start()
 {
     info = new hitInfo();
 }
示例#4
0
    private void  addVertexInTriangle(Vector2[] currentColliderVertices, Collider2D colliderBetweenpoints, hitInfo lastHitInfo, hitInfo currentHitinfo, LinkedListNode <Vector2> currentpoint)
    {
        foreach (var vertex in currentColliderVertices)
        {
            Vector2 vertPosition = (Vector2)colliderBetweenpoints.gameObject.transform.position + vertex;

            if (isInTriangleABC(vertPosition, lastHitInfo.pointOfCollision, currentHitinfo.pointOfCollision, source))
            {
                VisibleConePoints.AddAfter(currentpoint, vertPosition);
            }
        }
    }
示例#5
0
 void Start()
 {
     info = new hitInfo();
 }
示例#6
0
 /// <summary>
 /// Calculates damage to shields, armor, and character given damage and a character model
 /// </summary>
 public static (float damageToShields, float damageToArmor, float damageToCharacter) DamageRatio(ActorHitInfo hitInfo, CharacterModel character) => DamageRatioImpl(hitInfo, character);