mirror of
https://github.com/ConjureETS/PillowFight.git
synced 2026-03-24 00:50:59 +00:00
Fixed the auto target scripts
Signed-off-by: RosimInc <rosim_inc@hotmail.com>
This commit is contained in:
parent
2b47de9dba
commit
f470b653be
Binary file not shown.
Binary file not shown.
@ -2,25 +2,28 @@
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|
||||||
public class AutoTarget : MonoBehaviour {
|
public class AutoTarget : MonoBehaviour
|
||||||
|
{
|
||||||
private List<Transform> targets;
|
private List<Transform> targets;
|
||||||
public float minAngleRange = 60f;
|
public float minAngleRange = 60f;
|
||||||
|
|
||||||
// Use this for initialization
|
// Use this for initialization
|
||||||
void Start () {
|
void Start ()
|
||||||
|
{
|
||||||
targets = new List<Transform>();
|
targets = new List<Transform>();
|
||||||
GameObject[] gos = GameObject.FindGameObjectsWithTag("Player");
|
GameObject[] gos = GameObject.FindGameObjectsWithTag("Player");
|
||||||
foreach (GameObject go in gos) {
|
foreach (GameObject go in gos)
|
||||||
if( !go.Equals(gameObject) ){
|
{
|
||||||
|
if(!go.Equals(gameObject))
|
||||||
|
{
|
||||||
targets.Add(go.transform);
|
targets.Add(go.transform);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update () {
|
void Update ()
|
||||||
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -42,8 +45,8 @@ public class AutoTarget : MonoBehaviour {
|
|||||||
return GetTarget(movement);
|
return GetTarget(movement);
|
||||||
}
|
}
|
||||||
|
|
||||||
public Transform GetTarget(Vector3 lookingAngle) {
|
public Transform GetTarget(Vector3 lookingAngle)
|
||||||
|
{
|
||||||
Transform closest = null;
|
Transform closest = null;
|
||||||
float minAngle = minAngleRange;
|
float minAngle = minAngleRange;
|
||||||
|
|
||||||
@ -51,28 +54,37 @@ public class AutoTarget : MonoBehaviour {
|
|||||||
Debug.DrawRay(transform.position, lookingAngle * 2);
|
Debug.DrawRay(transform.position, lookingAngle * 2);
|
||||||
|
|
||||||
|
|
||||||
foreach (Transform t in targets) {
|
foreach (Transform t in targets)
|
||||||
|
{
|
||||||
Vector3 targetDirection = t.transform.position - transform.position;
|
Vector3 targetDirection = t.transform.position - transform.position;
|
||||||
|
|
||||||
float realAngle = Mathf.Atan2(targetDirection.z, targetDirection.x) * Mathf.Rad2Deg;
|
float realAngle = Mathf.Atan2(targetDirection.z, targetDirection.x) * Mathf.Rad2Deg;
|
||||||
//Debug.Log("real angle:" + realAngle);
|
|
||||||
|
|
||||||
float lookAngle = Mathf.Atan2(lookingAngle.z, lookingAngle.x) * Mathf.Rad2Deg;
|
float lookAngle = Mathf.Atan2(lookingAngle.z, lookingAngle.x) * Mathf.Rad2Deg;
|
||||||
Debug.Log("look angle:" + lookAngle);
|
//Debug.Log("look angle:" + lookAngle);
|
||||||
|
|
||||||
float angle = (lookAngle - realAngle + 5*360) % 360;
|
float angle = (lookAngle - realAngle + 5*360) % 360;
|
||||||
|
if (angle > 180)
|
||||||
|
angle -= 360;
|
||||||
//float angle = lookAngle - realAngle;
|
//float angle = lookAngle - realAngle;
|
||||||
|
|
||||||
|
|
||||||
if (Mathf.Abs(angle) < minAngle) {
|
if (Input.GetKeyDown(KeyCode.D))
|
||||||
minAngle = lookAngle;
|
Debug.Log("Angle: " + angle + "Looking - " + lookAngle + "\nReal - " + realAngle);
|
||||||
|
//Debug.Log("real angle:" + realAngle);
|
||||||
|
|
||||||
|
if (Mathf.Abs(angle) < minAngle)
|
||||||
|
{
|
||||||
|
minAngle = angle;
|
||||||
closest = t;
|
closest = t;
|
||||||
Debug.DrawRay(transform.position, t.transform.position - transform.position, Color.blue);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (closest != null)
|
||||||
|
{
|
||||||
|
Debug.DrawRay(transform.position, closest.transform.position - transform.position, Color.blue);
|
||||||
|
}
|
||||||
|
|
||||||
return closest;
|
return closest;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user