PillowFight/Assets/Scripts/AutoTarget.cs
jparent 989342197c fix Throwing pillow to not snap but still auto aim
Right joystick still rotates the player, but no longer snaps to a player.
Also, the auto-targeting is now used exlusively inside the Child's Throw
method. When throwing, it checks if there is a player in the direction the
player is pointing. If so, then the pillow is going this way, else it goes
in the Child's forward position.
2015-08-23 13:46:54 -04:00

91 lines
2.2 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class AutoTarget : MonoBehaviour
{
private List<Transform> targets;
public float minAngleRange = 30f;
// Use this for initialization
void Start ()
{
targets = new List<Transform>();
GameObject[] gos = GameObject.FindGameObjectsWithTag("Player");
foreach (GameObject go in gos)
{
if(!go.Equals(gameObject))
{
targets.Add(go.transform);
}
}
}
// Update is called once per frame
void Update ()
{
}
public Transform GetTarget(float screenX, float screenZ)
{
//Translate into looking angles
Vector3 forwardDir = Camera.main.transform.forward;
Vector3 rightDir = Camera.main.transform.right;
forwardDir.y = 0f;
forwardDir = forwardDir.normalized * screenZ;
rightDir.y = 0f;
rightDir = rightDir.normalized * screenX;
Vector3 movement = forwardDir + rightDir;
return GetTarget(movement);
}
public Transform GetTarget(Vector3 lookingAngle)
{
Transform closest = null;
float minAngle = minAngleRange;
//Debug.Log("looking direction:" + lookingAngle);
Debug.DrawRay(transform.position, lookingAngle * 2);
foreach (Transform t in targets)
{
Vector3 targetDirection = t.transform.position - transform.position;
float realAngle = Mathf.Atan2(targetDirection.z, targetDirection.x) * Mathf.Rad2Deg;
float lookAngle = Mathf.Atan2(lookingAngle.z, lookingAngle.x) * Mathf.Rad2Deg;
//Debug.Log("look angle:" + lookAngle);
float angle = (lookAngle - realAngle + 5*360) % 360;
if (angle > 180)
angle -= 360;
//float angle = lookAngle - realAngle;
if (Input.GetKeyDown(KeyCode.D))
Debug.Log("Angle: " + angle + "Looking - " + lookAngle + "\nReal - " + realAngle);
//Debug.Log("real angle:" + realAngle);
if (Mathf.Abs(angle) < minAngle)
{
minAngle = angle;
closest = t;
}
}
if (closest != null)
{
Debug.DrawRay(transform.position, closest.transform.position - transform.position, Color.blue);
}
return closest;
}
}