mirror of
https://github.com/ConjureETS/PillowFight.git
synced 2026-03-24 00:50:59 +00:00
91 lines
2.2 KiB
C#
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 = 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;
|
|
|
|
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;
|
|
}
|
|
}
|