// Update is called once per frame
    void FixedUpdate()
    {
        RaycastHit hit;

        //the rocket goes forward every frame
        transform.Translate(Vector3.forward * velocity * Time.deltaTime);

        //Destroy the rocket if it strikes other geometry
        if (Physics.Raycast(transform.position, transform.forward, out hit, velocity * Time.deltaTime))
        {
            transform.position = hit.point;
            Vector3 reflected = Vector3.Reflect(transform.forward, hit.normal);
            RocketSFX(hit, reflected);

            if (hit.transform.gameObject.layer == 12) //12 is the destructible layer
            {
                hit.transform.GetComponent <DestructibleScript>().LoseHealth(damage);
            }
            if (hit.transform.gameObject.layer == 13)
            {
                hit.transform.GetComponent <EnemyHealthScript>().LoseHealth(damage);
            }
            Destroy(gameObject);
        }

        //Destroy the rocket if it reaches the end of its life
        if (Time.time > lifeTimer + life)
        {
            Destroy(gameObject);
        }
    }
示例#2
0
    private void SummonBullet(int BulletIndex, float CertainSpeed)
    {
        Vector3 RelativeSumPoint = new Vector3(SummonPoint.x * GetComponent <Collider2D>().bounds.size.x,
                                               SummonPoint.y * GetComponent <Collider2D>().bounds.size.y, 0);
        Vector3    position;
        Quaternion rotation;
        bool       FacingRight = GetComponent <PlayerController>().FacingRight;

        if (FireDirection.y < 0 && FireDirection.x == 0)
        {
            position = FacingRight
                ? transform.position + RelativeSumPoint
                : transform.position + Vector3.Reflect(RelativeSumPoint, Vector3.right);
        }
        else
        {
            position = _aimindic.transform.position;
        }

        rotation = FacingRight
            ? Quaternion.Euler(0f, 0f, Vector2.SignedAngle(Vector2.right, FireDirection))
            : Quaternion.Euler(0f, 180f, Vector2.SignedAngle(FireDirection, Vector2.left));

        var bulletInstance = Instantiate(Bullets[BulletIndex], position, rotation);

        bulletInstance.GetComponent <Rigidbody2D>().velocity = CertainSpeed * FireDirection;
        bulletInstance.gameObject.GetComponent <BulletInfo>().playerOrigin = gameObject;
    }
示例#3
0
    private static void LoadMapGroup(MapGroup group, GameObject parent = null)
    {
        if (group.groupName.Contains("fnc0000"))
        {
            return;
        }

        GameObject groupRootObject = new GameObject(group.groupName);

        if (parent == null)
        {
            groupRootObject.GetComponent <Transform>().position   = Vector3.Reflect(group.groupTransform.translation, Vector3.left);
            groupRootObject.GetComponent <Transform>().rotation   = Quaternion.Euler(Vector3.Reflect(group.groupTransform.rotation.ToVector3(), Vector3.left));
            groupRootObject.GetComponent <Transform>().localScale = Vector3.Reflect(group.groupTransform.scale, Vector3.left);
        }
        else
        {
            groupRootObject.GetComponent <Transform>().SetParent(parent.GetComponent <Transform>());
            groupRootObject.GetComponent <Transform>().localPosition = group.groupTransform.translation;
            groupRootObject.GetComponent <Transform>().localRotation = group.groupTransform.rotation;
            groupRootObject.GetComponent <Transform>().localScale    = group.groupTransform.scale;
        }

        groupRootObject.SetActive(true);

        if (group.entries != null && group.entries.Count > 0)
        {
            foreach (MapModelEntry entry in group.entries)
            {
                if (DebugCustomLoad)
                {
                    if (!debugCustomLoadList.Contains(entry.modelId))
                    {
                        continue;
                    }
                }

                Mesh[]     meshes = _modelMeshes[entry.modelId];
                GameObject obj    = AddMeshToNewGameObject(meshes, true);

                obj.GetComponent <Transform>().SetParent(groupRootObject.GetComponent <Transform>());
                obj.GetComponent <Transform>().localPosition = entry.transform.translation;
                obj.GetComponent <Transform>().localRotation = entry.transform.rotation;
                obj.GetComponent <Transform>().localScale    = entry.transform.scale;
                obj.SetActive(true);
            }
        }

        if (group.groups != null && group.groups.Count > 0)
        {
            foreach (MapGroup subGroup in group.groups)
            {
                if (subGroup != null)
                {
                    LoadMapGroup(subGroup, groupRootObject);
                }
            }
        }
    }
示例#4
0
文件: Sphere.cs 项目: Ambrelux/PFE
        /// <summary>
        /// This function calculates the contact points of the sphere before it moves in order to improve performance
        /// </summary>
        private void ComputeCoords()
        {
            if (_coordinates.Count == 0)
            {
                return;
            }

            var direction = _direction;
            var origin    = _coordinates[0];

            for (var i = 1; i <= 500; i++)
            {
                RaycastHit _hit;
                if (!Physics.Raycast(origin, direction, out _hit, 100f))
                {
                    continue;
                }
                direction = Vector3.Reflect(direction.normalized, _hit.normal);
                origin    = _hit.point + 0.01f * direction;
                _coordinates.Add(origin);
            }
        }
        private void WaveData()
        {
            for (var j = 0; j < _wavesList.Count; j++)
            {
                var direction    = _wavesList[j].Direction;
                var origin       = _wavesList[j].Origin;
                var sphereScript = _spheresList[j].GetComponent <Sphere>();

                for (var i = 1; i <= totalBounce; i++)
                {
                    if (!Physics.Raycast(origin, direction, out _hit, _wavesList[j].MaxDistance, layers))
                    {
                        continue;
                    }
                    direction = Vector3.Reflect(direction.normalized, _hit.normal);
                    origin    = _hit.point + lineOffset * direction;
                    sphereScript.WaveCoordData.Add(origin);
                }

                sphereScript.StartMovement();
            }
        }
        private void DrawRaycast()
        {
            for (int i = 0; i < _spheresList.Count; i++)
            {
                var sphereScript = _spheresList[i].GetComponent <Sphere>();

                if (sphereScript.NbBounce > 0)
                {
                    var direction = (sphereScript.WaveCoordData[1] - sphereScript.WaveCoordData[0]).normalized;
                    var origin    = sphereScript.WaveCoordData[0];

                    for (var j = 1; j <= sphereScript.NbBounce; j++)
                    {
                        if (!Physics.Raycast(origin, direction, out _hit, 100, layers))
                        {
                            continue;
                        }
                        Debug.DrawLine(origin, _hit.point, sphereScript.RayColor);
                        direction = Vector3.Reflect(direction.normalized, _hit.normal);
                        origin    = _hit.point + lineOffset * direction;
                    }
                }
            }
        }
示例#7
0
    public void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.name == "Hitbox2D")
        {
            return;
        }
        if (isTriggered == false)
        {
            isTriggered    = true;
            hitPos         = other.ClosestPointOnBounds(transform.position);
            normalVector   = hitPos - transform.position;
            normalVector.y = 0f;
            newestVector   = Vector3.Normalize(Vector3.Reflect(other.GetComponent <Rigidbody>().velocity, normalVector));
            if (newestVector == null)
            {
                return;
            }

            newestVector.y = 0f;
            ///todo network this movement
            other.transform.GetComponentInParent <Rigidbody>().AddForce(newestVector * power, ForceMode.Impulse);
            rend.material.SetColor("_BaseColor", Random.ColorHSV());
        }
    }
示例#8
0
    // *************************************************
    // Main logic
    // *************************************************

    void Update()
    {
        if (ReachedGameOverState())
        {
            _gameOverGroup.SetActive(true);
            return;
        }

        if (ReachedWinState())
        {
            _winScreenGroup.SetActive(true);
            return;
        }

        if (!_mouse_down && Input.GetMouseButtonDown(0))
        {
            _mouse_down = true;
        }


        if (_mergeAnimationsRunning && LerpAnimationsCompleted())
        {
            _mergeAnimationsRunning = false;

            if (_mergeTarget.ReachedMaxValue())
            {
                RemoveBallFromGrid(_mergeTarget.GetGridXCoord(), _mergeTarget.GetGridYCoord());
                TriggerExplosion(_mergeTarget.GetGridXCoord(), _mergeTarget.GetGridYCoord());

                // Trigger animation
                Destroy(_mergeTarget.gameObject);

                NextTurn();
            }
            else
            {
                MergeBalls(_mergeTarget.GetGridXCoord(), _mergeTarget.GetGridYCoord());
                _mergeAnimationsRunning = !LerpAnimationsCompleted();
            }

            if (!_mergeAnimationsRunning)
            {
                RemoveFreeFloatingBall();
                _mergeTarget = null;
            }
        }

        if (!CanShoot())
        {
            return;
        }

        if (_mouse_down)
        {
            Vector3 mouseCoordsWorldSpace = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            mouseCoordsWorldSpace.z = 0;
            Vector3 shootDirection = (mouseCoordsWorldSpace - _ballShooter.GetPosition()).normalized;
            Ray     ray            = new Ray(_ballShooter.GetPosition(), shootDirection);

            List <Vector3> linesToDraw = new List <Vector3>();
            linesToDraw.Add(_ballShooter.GetPosition());

            GameObject     hitBall;
            RaycastHit     hitInfo;
            List <Vector3> animationPath = new List <Vector3>();
            if (!IntersectsBalls(ray, out hitBall, out hitInfo))
            {
                float   closestDistance = Single.PositiveInfinity;
                Plane   closestPlane    = _boundsPlanes[0];
                Vector3 closestHitPoint = new Vector3();
                bool    didHitPlane     = false;

                // => max 1 reflection
                // track nearest intersection point and store "next ray" here, then after the loop we do 1 more intersection test vs balls
                for (int i = 0; i < _boundsPlanes.Length; ++i)
                {
                    Plane plane = _boundsPlanes[i];
                    if (plane.Raycast(ray, out float enter))
                    {
                        didHitPlane = true;
                        Vector3 hitPoint = ray.GetPoint(enter);

                        float distance = Vector3.Distance(_ballShooter.GetPosition(), hitPoint);
                        if (distance < closestDistance)
                        {
                            closestDistance = distance;
                            closestPlane    = plane;
                            closestHitPoint = hitPoint;
                        }
                    }
                }

                if (didHitPlane)
                {
                    Vector3 reflect = Vector3.Reflect(ray.direction, closestPlane.normal);

                    // add plane intersection point to path
                    animationPath.Add(closestHitPoint);
                    linesToDraw.Add(closestHitPoint);

                    Ray nextRay = new Ray(closestHitPoint, reflect);
                    IntersectsBalls(nextRay, out hitBall, out hitInfo);
                    _ballShooter.HidePreviewBall();
                }
            }

            if (hitBall)
            {
                linesToDraw.Add(hitInfo.point);
                _lineRenderer.positionCount = linesToDraw.Count;
                for (int i = 0; i < linesToDraw.Count; ++i)
                {
                    _lineRenderer.SetPosition(i, linesToDraw[i]);
                }

                var hitBallComp    = hitBall.GetComponent <Ball>();
                var gridPosition   = _ballSpawner.GeneratePosition(hitBallComp.GetGridXCoord(), hitBallComp.GetGridYCoord());
                var centerToHitDir = (hitInfo.point - gridPosition).normalized;

                if (PlaceOnGrid(hitBallComp.GetGridXCoord(), hitBallComp.GetGridYCoord(), centerToHitDir, out var gridX, out var gridY))
                {
                    Vector3 nextPosition = _ballSpawner.GeneratePosition(gridX, gridY);
                    _ballShooter.ShowPreviewBall(nextPosition);

                    // add next ball position to path
                    animationPath.Add(nextPosition);

                    if (Input.GetMouseButtonUp(0))
                    {
                        _canShoot = false;
                        _ballShooter.HidePreviewBall();
                        StartCoroutine(ShootBallAnimation(_ballShooter.GetCurrentBall().GetComponent <Ball>(), gridX, gridY, animationPath));
                        _lineRenderer.positionCount = 0;
                    }
                }
                else
                {
                    _ballShooter.HidePreviewBall();
                }
            }
            else
            {
                _lineRenderer.positionCount = 0;
            }
        }
 public void OnHit(RaycastHit hit, Laser laser)
 {
     laser.CastChild(hit.point, Vector3.Reflect(laser.transform.forward, hit.normal));
 }