PillowFight/Assets/Scripts/AutoTarget.cs
RosimInc 7658096653 Started fixing auto-target
And everything is gonna break

Signed-off-by: RosimInc <rosim_inc@hotmail.com>
2015-08-22 18:38:54 -04:00

79 lines
2.0 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class AutoTarget : MonoBehaviour {
private List<Transform> targets;
public float minAngleRange = 60f;
// 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;
//Debug.Log("real angle:" + realAngle);
float lookAngle = Mathf.Atan2(lookingAngle.z, lookingAngle.x) * Mathf.Rad2Deg;
Debug.Log("look angle:" + lookAngle);
float angle = (lookAngle - realAngle + 5*360) % 360;
//float angle = lookAngle - realAngle;
if (Mathf.Abs(angle) < minAngle) {
minAngle = lookAngle;
closest = t;
Debug.DrawRay(transform.position, t.transform.position - transform.position, Color.blue);
}
}
return closest;
}
}