示例#1
0
        public static bool UnityEngineVector3MCall(object objSelf, string functionName, List <CQ_Value> param, out CQ_Value returnValue, bool mustEqual)
        {
            UnityEngine.Vector3 obj = (UnityEngine.Vector3)objSelf;
            if (param.Count == 3 && functionName == "Set" && MatchType(param, new Type[] { typeof(float), typeof(float), typeof(float) }, mustEqual))
            {
                returnValue = null;
                obj.Set((float)param[0].ConvertTo(typeof(float)), (float)param[1].ConvertTo(typeof(float)), (float)param[2].ConvertTo(typeof(float)));
                return(true);
            }
            if (param.Count == 1 && functionName == "Scale" && MatchType(param, new Type[] { typeof(UnityEngine.Vector3) }, mustEqual))
            {
                returnValue = null;
                obj.Scale((UnityEngine.Vector3)param[0].ConvertTo(typeof(UnityEngine.Vector3)));
                return(true);
            }
            if (param.Count == 0 && functionName == "GetHashCode")
            {
                returnValue       = new CQ_Value();
                returnValue.type  = typeof(int);
                returnValue.value = obj.GetHashCode();
                return(true);
            }
            if (param.Count == 1 && functionName == "Equals" && MatchType(param, new Type[] { typeof(object) }, mustEqual))
            {
                returnValue       = new CQ_Value();
                returnValue.type  = typeof(bool);
                returnValue.value = obj.Equals((object)param[0].ConvertTo(typeof(object)));
                return(true);
            }
            if (param.Count == 0 && functionName == "Normalize")
            {
                returnValue = null;
                obj.Normalize();
                return(true);
            }
            if (param.Count == 0 && functionName == "ToString")
            {
                returnValue       = new CQ_Value();
                returnValue.type  = typeof(string);
                returnValue.value = obj.ToString();
                return(true);
            }
            if (param.Count == 1 && functionName == "ToString" && MatchType(param, new Type[] { typeof(string) }, mustEqual))
            {
                returnValue       = new CQ_Value();
                returnValue.type  = typeof(string);
                returnValue.value = obj.ToString((string)param[0].ConvertTo(typeof(string)));
                return(true);
            }
            if (param.Count == 0 && functionName == "GetType")
            {
                returnValue       = new CQ_Value();
                returnValue.type  = typeof(System.Type);
                returnValue.value = obj.GetType();
                return(true);
            }

            returnValue = null;
            return(false);
        }
示例#2
0
        protected virtual void Update()
        {
            // Store
            var oldScale = transform.localPosition;

            if (_localScale.Equals(Vector3.zero))
            {
                _localScale = transform.localScale;                                   //
            }
            // Get the fingers we want to use
            var fingers = Use.GetFingers();

            // Calculate pinch scale, and make sure it's valid
            var pinchScale = LeanGesture.GetPinchScale(fingers);
            var newScale   = transform.localScale * pinchScale;

            if (newScale.x > _localScale.x * MAX_SCALE || newScale.x < _localScale.x * MIN_SCALE)
            {
                pinchScale = 1f;
            }

            if (pinchScale != 1.0f)
            {
                pinchScale = Mathf.Pow(pinchScale, Sensitivity);

                // Perform the translation if this is a relative scale
                if (Relative == true)
                {
                    var pinchScreenCenter = LeanGesture.GetScreenCenter(fingers);

                    if (transform is RectTransform)
                    {
                        TranslateUI(pinchScale, pinchScreenCenter);
                    }
                    else
                    {
                        Translate(pinchScale, pinchScreenCenter);
                    }
                }

                transform.localScale *= pinchScale;

                remainingScale += transform.localPosition - oldScale;
            }

            // Get t value
            var factor = LeanTouch.GetDampenFactor(Dampening, Time.deltaTime);

            // Dampen remainingDelta
            var newRemainingScale = Vector3.Lerp(remainingScale, Vector3.zero, factor);

            // Shift this transform by the change in delta
            transform.localPosition = oldScale + remainingScale - newRemainingScale;

            // Update remainingDelta with the dampened value
            remainingScale = newRemainingScale;
        }
示例#3
0
    private Vector3 GenerateRandomFruitPosition()
    {
        Vector3 currentHeadPos = this.transform.position;
        Vector3 fruitPos;

        do
        {
            fruitPos = new Vector3(UnityEngine.Random.Range(minX, maxX), 0f, UnityEngine.Random.Range(minZ, maxX));
        } while (fruitPos.Equals(currentHeadPos));

        return(fruitPos);
    }
示例#4
0
    void Update()
    {
        if (_isHead)                           //La cabeza de la serpiente es la que maneja el input del player
        {
            _timeToNextTick -= Time.deltaTime; //Time.deltaTime devuelve el tiempo en segundos que paso desde el último frame, nos permite contar tiempo de manera independiente del framerate del juego

            if (_timeToNextTick < 0)
            {
                //Hay que consultar que tecla esta presionando el player:
                // - Si no esta presionando ninguna mantenemos la direccion previa de la viborita
                // - La viborita no puede moverse en la direccion opuesta a la que actualmente se encuentra mirando ya que se chocaria consigo misma.

                if (Input.GetKey(KeyCode.W) && !_lookingDirection.Equals(Vector3.back))
                {
                    _lookingDirection = Vector3.forward;
                }
                else if (Input.GetKey(KeyCode.S) && !_lookingDirection.Equals(Vector3.forward))
                {
                    _lookingDirection = Vector3.back;
                }
                else if (Input.GetKey(KeyCode.D) && !_lookingDirection.Equals(Vector3.left))
                {
                    _lookingDirection = Vector3.right;
                }
                else if (Input.GetKey(KeyCode.A) && !_lookingDirection.Equals(Vector3.right))
                {
                    _lookingDirection = Vector3.left;
                }


                Move(this.transform.position + _lookingDirection * movingDistance);

                _timeToNextTick = tickRate; //Reiniciamos el contador para la siguiente vez
            }
        }
    }
示例#5
0
 static int Equals(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         UnityEngine.Vector3 obj = (UnityEngine.Vector3)ToLua.ToObject(L, 1);
         object arg0             = ToLua.ToVarObject(L, 2);
         bool   o = obj.Equals(arg0);
         LuaDLL.lua_pushboolean(L, o);
         ToLua.SetBack(L, 1, obj);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
 public bool Equals(PlacedObject other)
 {
     return(PrefabIndex == other.PrefabIndex && Scale.Equals(other.Scale) && Position.Equals(other.Position) && BoundingBox.Equals(other.BoundingBox) && Rotation.Equals(other.Rotation) && ProjectedArea.Equals(other.ProjectedArea));
 }
// methods

    static bool Vector3_Equals__Object(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 1)
        {
            System.Object       arg0    = (System.Object)JSMgr.datax.getWhatever((int)JSApi.GetType.Arg);
            UnityEngine.Vector3 argThis = (UnityEngine.Vector3)vc.csObj;                JSApi.setBooleanS((int)JSApi.SetType.Rval, (System.Boolean)(argThis.Equals(arg0)));
            JSMgr.changeJSObj(vc.jsObjID, argThis);
        }

        return(true);
    }
示例#8
0
        /// <summary>
        /// Move camera with keyboard or with screen edge, emphasis on OR.
        /// </summary>
        private void Move()
        {
            if (useKeyboardInput && KeyboardInput != Vector2.zero)
            {
                Vector3 desiredMove = new Vector3(KeyboardInput.x, 0, KeyboardInput.y);

                desiredMove *= keyboardMovementSpeed;
                desiredMove *= Time.deltaTime;
                desiredMove = Quaternion.Euler(new Vector3(0f, transform.eulerAngles.y, 0f)) * desiredMove;
                desiredMove = m_Transform.InverseTransformDirection(desiredMove);

                m_Transform.Translate(desiredMove, Space.Self);

                //Debug
                if (!desiredMove.Equals(Vector3.zero))
                {
                    keyboardMove = true;
                }
                else
                {
                    keyboardMove = false;
                }
            }

            else if (usePanning && Input.GetKey(panningKey) /*&& MouseAxis != Vector2.zero*/)
            {
                Vector3 desiredMove = new Vector3(-MouseAxis.x, 0, -MouseAxis.y);

                desiredMove *= panningSpeed;
                desiredMove *= Time.deltaTime;
                desiredMove = Quaternion.Euler(new Vector3(0f, transform.eulerAngles.y, 0f)) * desiredMove;
                desiredMove = m_Transform.InverseTransformDirection(desiredMove);

                m_Transform.Translate(desiredMove, Space.Self);

                //Debug
                panningMove = true;
            }

            else if (useScreenEdgeInput)
            {
                Vector3 desiredMove = new Vector3();

                Rect leftRect = new Rect(0, 0, screenEdgeBorder, Screen.height);
                Rect rightRect = new Rect(Screen.width - screenEdgeBorder, 0, screenEdgeBorder, Screen.height);
                Rect upRect = new Rect(0, Screen.height - screenEdgeBorder, Screen.width, screenEdgeBorder);
                Rect downRect = new Rect(0, 0, Screen.width, screenEdgeBorder);

                desiredMove.x = leftRect.Contains(MouseInput) ? -1 : rightRect.Contains(MouseInput) ? 1 : 0;
                desiredMove.z = upRect.Contains(MouseInput) ? 1 : downRect.Contains(MouseInput) ? -1 : 0;

                desiredMove *= screenEdgeMovementSpeed;
                desiredMove *= Time.deltaTime;
                desiredMove = Quaternion.Euler(new Vector3(0f, transform.eulerAngles.y, 0f)) * desiredMove;
                desiredMove = m_Transform.InverseTransformDirection(desiredMove);

                m_Transform.Translate(desiredMove, Space.Self);

                //Debug

                if (desiredMove != Vector3.zero)
                {
                    mouseMove = true;
                }

            }
        }
示例#9
0
        protected bool needUpdate()
        {
            m_lastMousePos = m_curMousePos;
            m_curMousePos = Input.mousePosition;

            if(m_lastMousePos.Equals(m_curMousePos))
            {
                return false;
            }

            return true;
        }
    // Update is called once per frame
    void Update()
    {
        if (!GameController.GetInstance().GamePaused)
        {
            lifeImage.fillAmount = (float)life / (float)maxLife;

            if (hasBuff && startBuffTimer)
            {
                if (buffTimer >= buffDisapear)
                {
                    StopBuffs();
                }
                buffTimer += Time.deltaTime;
                Debug.Log(buffTimer);
            }

            if (Input.GetKeyDown(cameraChange) && !cameraChanged)
            {
                ChangeCamera();
            }

            if (!cameraChanged)
            {
                timer += Time.deltaTime;
                if (Input.GetMouseButton(0))
                {
                    if (timer >= fireRate)
                    {
                        // lineRenderer.enabled = true;
                        GameController.GetInstance().InstantiateParticles("Shot", LocFire.transform.position);
                        if (shotgun)
                        {
                            ShotgunECS(LocFire.transform.position, LocFire.transform.forward);
                        }
                        else
                        {
                            ShootECS(LocFire.transform.position, LocFire.transform.rotation);
                        }
                        SoundManager.GetInstance().PlayOneShotSound(shotSoundPath, LocFire.transform.position);
                        anim.SetBool("Shoting", true);

                        timer = 0f;
                    }
                }
                else if (Input.GetMouseButtonUp(0) && !Input.GetMouseButton(1))
                {
                    lineRenderer.enabled = false;
                    anim.SetBool("Shoting", false);
                }

                if (Input.GetMouseButtonDown(1))
                {
                    CancelInvoke("Deaim");
                    InvokeRepeating("Aim", 0, Time.deltaTime);
                    // lineRenderer.enabled = true;
                    anim.SetBool("Shoting", true);
                }
                else if (Input.GetMouseButtonUp(1))
                {
                    CancelInvoke("Aim");
                    InvokeRepeating("Deaim", 0, Time.deltaTime);
                    deaim = true;
                    if (!Input.GetMouseButton(0))
                    {
                        lineRenderer.enabled = false;
                        anim.SetBool("Shoting", false);
                    }
                }
                else if (!deaim && !Input.GetMouseButton(1))
                {
                    CancelInvoke("Aim");
                    InvokeRepeating("Deaim", 0, Time.deltaTime);
                    deaim = true;
                }

                if (Input.GetMouseButton(2))
                {
                    if (Input.GetMouseButtonDown(2))
                    {
                        CreatePreviewTrap();
                    }

                    UpdatePreviewTrap();
                }
                else if (Input.GetMouseButtonUp(2))
                {
                    CreateTrap();
                }

                if (Input.GetKeyDown(KeyCode.Escape))
                {
                    lineRenderer.enabled = false;
                    anim.SetBool("Shoting", false);
                }

                hor = Input.GetAxis("Horizontal");

                ver = Input.GetAxis("Vertical");

                movPlayer = new Vector3(hor, 0, ver).normalized;

                float targetAngle = Mathf.Atan2(movPlayer.x, movPlayer.z) * Mathf.Rad2Deg + cam.eulerAngles.y;
                float angle       = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity,
                                                          turnSmoothTime);
                transform.rotation = Quaternion.Euler(0f, angle, 0f);

                if (movPlayer.magnitude >= 0.1f)
                {
                    moveDir = Quaternion.Euler(0, targetAngle, 0f) * Vector3.forward;
                }

                if (movPlayer.magnitude >= 0.1f)
                {
                    moveDir = Quaternion.Euler(0, targetAngle, 0f) * Vector3.forward;
                }

                //speedper = WalkSpeed;
                if (Input.GetKey(RunKey))
                {
                    speedper = RunSpeed;
                }
                else
                {
                    speedper = WalkSpeed;
                }

                /*if (Input.GetKeyUp(RunKey))
                 * {
                 *  speedper = WalkSpeed;
                 * }*/

                //movPlayer.magnitude >= 0.1f ? speedper : 0f

                anim.SetFloat("Speed", movPlayer.magnitude > 0.5F ? speedper : 0f);
                anim.SetBool("onGround", characterController.isGrounded);

                if (movPlayer.Equals(Vector3.zero))
                {
                    if (!SoundManager.GetInstance().IsPlaying(idleSoundEvent))
                    {
                        idleSoundEvent = SoundManager.GetInstance().PlayEvent(idleSoundPath, transform.position, 0.7f);
                    }
                }
                else
                {
                    idleSoundEvent.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);
                }

                setGravity();
                Jump();
            }
        }
        else
        {
            idleSoundEvent.stop(FMOD.Studio.STOP_MODE.IMMEDIATE);
        }
    }
示例#11
0
        /// <summary>
        /// Function to render the intersection of a plane and a square
        /// </summary>
        /// <param name="height"></param>
        /// <param name="vertices"></param>
        /// <param name="crossSectionRenderer"></param>
        public void crossSectSquare(Unity.Mathematics.float3 point, Unity.Mathematics.float3 normalDirection,
                                    float3[] vertices,
                                    UnityEngine.LineRenderer crossSectionRenderer)
        {
            //Vertices are organized in clockwise manner starting from top left
            //top left
            Unity.Mathematics.float3 a = vertices[0];
            //top right
            Unity.Mathematics.float3 b = vertices[1];
            //bottom right
            Unity.Mathematics.float3 c = vertices[2];
            //bottom left
            Unity.Mathematics.float3 d = vertices[3];

            //intermediate calculations
            Unity.Mathematics.float3 ab_hat = (b - a) / UnityEngine.Vector3.Magnitude(b - a);
            Unity.Mathematics.float3 bc_hat = (c - b) / UnityEngine.Vector3.Magnitude(c - b);
            Unity.Mathematics.float3 cd_hat = (d - c) / UnityEngine.Vector3.Magnitude(d - c);
            Unity.Mathematics.float3 da_hat = (a - d) / UnityEngine.Vector3.Magnitude(a - d);

            //calculations for point of intersection on different segments
            Unity.Mathematics.float3 ab_star = IMRE.Math.Operations.SegmentPlaneIntersection(a, b, point, normalDirection);
            Unity.Mathematics.float3 bc_star = IMRE.Math.Operations.SegmentPlaneIntersection(b, c, point, normalDirection);
            Unity.Mathematics.float3 cd_star = IMRE.Math.Operations.SegmentPlaneIntersection(c, d, point, normalDirection);
            Unity.Mathematics.float3 da_star = IMRE.Math.Operations.SegmentPlaneIntersection(d, a, point, normalDirection);

            //booleans for if the intersection hits a vertex
            bool ab_star_isEndpoint = ab_star.Equals(a) || ab_star.Equals(b);
            bool bc_star_isEndpoint = bc_star.Equals(b) || bc_star.Equals(c);
            bool cd_star_isEndpoint = cd_star.Equals(c) || cd_star.Equals(d);
            bool da_star_isEndpoint = da_star.Equals(d) || da_star.Equals(a);

            //booleans for if the intersection hits somewhere on the segments besides the vertices
            bool ab_star_onSegment =
                !ab_star.Equals(new float3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity));
            bool bc_star_onSegment =
                !bc_star.Equals(new float3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity));
            bool cd_star_onSegment =
                !cd_star.Equals(new float3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity));
            bool da_star_onSegment =
                !da_star.Equals(new float3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity));

            Debug.Log(ab_star);
            Debug.Log(bc_star);
            Debug.Log(cd_star);
            Debug.Log(da_star);

            //track how many vertices are hit in the intersection
            int endpointCount = 0;

            if (ab_star_isEndpoint)
            {
                endpointCount++;
            }
            if (bc_star_isEndpoint)
            {
                endpointCount++;
            }
            if (cd_star_isEndpoint)
            {
                endpointCount++;
            }
            if (da_star_isEndpoint)
            {
                endpointCount++;
            }

            //intersection does not hit triangle
            if (!(ab_star_onSegment || bc_star_onSegment || cd_star_onSegment || da_star_onSegment))
            {
                crossSectionRenderer.enabled = false;
                UnityEngine.Debug.Log("Line does not intersect with any of triangle sides.");
            }
            //intersection is an edge of the square
            else if (endpointCount >= 2 &&
                     (!ab_star.Equals(bc_star) || !ab_star.Equals(da_star) || !bc_star.Equals(cd_star) ||
                      !cd_star.Equals(da_star)))
            {
                crossSectionRenderer.enabled = true;

                //Case where edge is the intersection

                //drop the two trivial cases, keep the two non-trivial cases.
                UnityEngine.Vector3 result0 = ab_star;
                UnityEngine.Vector3 result1 = cd_star;
                if (result0.Equals(point) || result1.Equals(point))
                {
                    //I know that the trivial cases are on opposite sides, because this is the case where the edge is the intersection.
                    //there are only two pairs of opposite sides.  if it's not one, it's the other.
                    result0 = bc_star;
                    result1 = da_star;

                    crossSectionRenderer.SetPosition(0, result0);
                    crossSectionRenderer.SetPosition(1, result1);
                }
                else
                {
                    Debug.LogWarning("Error in calculation of line plane intersection");
                    crossSectionRenderer.enabled = false;
                }
            }
            //intersection hits one vertice and somewhere on a segment
            else if (endpointCount == 2 &&
                     (ab_star.Equals(bc_star) || bc_star.Equals(cd_star) || cd_star.Equals(da_star)))
            {
                //find which vertex is in the intersection, and from there find which of the two possible segments are the other point of intersection
                //the same logic carries through all of these subcases
                if (ab_star.Equals(bc_star))
                {
                    if (cd_star_onSegment)
                    {
                        crossSectionRenderer.SetPosition(0, b);
                        crossSectionRenderer.SetPosition(1, cd_star);
                    }
                    else
                    {
                        crossSectionRenderer.SetPosition(0, b);
                        crossSectionRenderer.SetPosition(1, da_star);
                    }
                }
                else if (bc_star.Equals(cd_star))
                {
                    if (ab_star_onSegment)
                    {
                        crossSectionRenderer.SetPosition(0, c);
                        crossSectionRenderer.SetPosition(1, ab_star);
                    }
                    else
                    {
                        crossSectionRenderer.SetPosition(0, c);
                        crossSectionRenderer.SetPosition(1, da_star);
                    }
                }
                else if (cd_star.Equals(da_star))
                {
                    if (ab_star_onSegment)
                    {
                        crossSectionRenderer.SetPosition(0, d);
                        crossSectionRenderer.SetPosition(1, ab_star);
                    }
                    else
                    {
                        crossSectionRenderer.SetPosition(0, c);
                        crossSectionRenderer.SetPosition(1, bc_star);
                    }
                }
                else if (da_star.Equals(ab_star))
                {
                    if (cd_star_onSegment)
                    {
                        crossSectionRenderer.SetPosition(0, a);
                        crossSectionRenderer.SetPosition(1, cd_star);
                    }

                    if (bc_star_onSegment)
                    {
                        crossSectionRenderer.SetPosition(0, a);
                        crossSectionRenderer.SetPosition(1, bc_star);
                    }
                }
                else
                {
                    Debug.LogWarning("Error in calculation of line plane intersection");
                    crossSectionRenderer.enabled = false;
                }
            }
            //intersection hits two segments of the square
            else
            {
                crossSectionRenderer.enabled = true;
                //use booleans to determine which two segments are in the intersection
                if (ab_star_onSegment && bc_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, ab_star);
                    crossSectionRenderer.SetPosition(1, bc_star);
                }
                else if (ab_star_onSegment && cd_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, ab_star);
                    crossSectionRenderer.SetPosition(1, cd_star);
                }
                else if (ab_star_onSegment && da_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, ab_star);
                    crossSectionRenderer.SetPosition(1, da_star);
                }
                else if (bc_star_onSegment && da_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, bc_star);
                    crossSectionRenderer.SetPosition(1, da_star);
                }
                else if (bc_star_onSegment && cd_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, bc_star);
                    crossSectionRenderer.SetPosition(1, cd_star);
                }
                else if (cd_star_onSegment && da_star_onSegment)
                {
                    crossSectionRenderer.SetPosition(0, cd_star);
                    crossSectionRenderer.SetPosition(1, da_star);
                }
                else
                {
                    Debug.LogWarning("Error in calculation of line plane intersection");
                    crossSectionRenderer.enabled = false;
                }
            }
        }
示例#12
0
 public bool Equals(Bounds other)
 {
     return(minPosition.Equals(other.minPosition) && maxPosition.Equals(other.maxPosition));
 }