-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathSensorController.cs
More file actions
141 lines (129 loc) · 6.7 KB
/
SensorController.cs
File metadata and controls
141 lines (129 loc) · 6.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Threading.Tasks;
using UnityEngine;
public class SensorController : ComponentController { //RangeFinder == 1D, Scanner == 2D?
// public float max_step = 25f;
public bool organicSensor;
private float distance = 0, distance_min = 0, distance_max = 999, scan_range = 0;
public GameObject Laser;
private int laser_count = 0;
public override float GetCost() {
return 110; //1 metal 1 silicon
}
public override void Design() {
launched = false;
GetComponent<SpriteRenderer>().sprite = inverse;
}
public override void Focus() {}
public override void Ping() {
// Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.up) * 1000, Color.green);
}
public override void Launch() {
launched = true;
GetComponent<SpriteRenderer>().sprite = sprite;
}
public override float Action ()
{
return Action(0);
}
public override float Action (float input)
{
if (this == null) { Destroy(this); return -999; }
// laser addition
if (input == -1 ){
Fire();
return -1;
} else {
// print ("Raycasting");
// var random = new System.Random();
// return (float)(random.NextDouble() * 1998f - 999f);
// Bit shift the index of the layer (8) to get a bit mask
int asteroidMask = 1 << 3, enemyMask = 1 << 6;
// This would cast rays only against colliders in layer 8.
// But instead we want to collide against everything except layer 8. The ~ operator does this, it inverts a bitmask.
// asteroidMask = ~asteroidMask;
// enemyMask = ~enemyMask;
Fire();
RaycastHit hit;
float asteroidDistance = 0f, enemyDistance = 0f;
// Does the ray intersect any objects excluding the player layer
if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.up), out hit, Mathf.Infinity, asteroidMask))
{
// Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.up) * hit.distance, Color.yellow);
// Debug.Log("Did Hit asteroidMask" + hit.collider.gameObject.name + hit.distance);
asteroidDistance = hit.distance;
// Fire();
return hit.distance;
}
else if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.up), out hit, Mathf.Infinity, enemyMask))
{
// Debug.DrawRay(transform.position, transform.TransformDirection(Vector3.up) * hit.distance, Color.yellow);
// Debug.Log("Did Hit enemyMask" + hit.collider.gameObject.name + hit.distance);
enemyDistance = hit.distance;
if (hit.collider.gameObject.name.StartsWith("HeatRay")) {
Interactor.ProgressCampaign();
}
// Fire();
return hit.distance;
}
// print (hit.distance);
// if (asteroidDistance < enemyDistance) return asteroidDistance;
// else return -enemyDistance;
}// negative denotes "enemy" to sensor
return 0;
// LayerMask mask = LayerMask.GetMask("Default"); //Larger sensors can detect more layers of detail (see individual components, shells, etc.)
// RaycastHit2D hit = Physics2D.Raycast(transform.position + Vector3.up * 2, Vector2.up * 999,999, mask, -999, 999);
// if (hit != null && hit.collider != null)
// {
// distance = hit.distance;
// Debug.DrawRay(transform.position, Vector2.up * distance, Color.green, .02f, false);
// print (hit.collider.gameObject.name);
// return distance;
// }
// else
// distance = distance_max;
// // Debug.DrawLine(transform.position, transform.position + transform.TransformDirection(Vector3.forward), Color.green, .001f, false);
// return distance_max;
}
public void Fire () {
// for (int i = 0; i < reload_timer.Length; i++) {
// if (reload_timer[i] <= 0)
// {
// Interactor.Sound("Laser");// + ((i % 2) + 1));
// reload_timer[i] = Mathf.FloorToInt(GetComponent<SpriteRenderer>().size.y - 1);
GameObject laser = Instantiate(
Laser,
this.transform.position,
this.transform.rotation,
this.transform
) as GameObject;
laser.transform.Translate(new Vector3(0, (-0.5f * GetComponent<SpriteRenderer>().size.y) + 2)); //new Vector3((i + .5f) - reload_timer.Length / 2f
laser.name = "l" + this.name + laser_count++;
laser.transform.SetParent(GameObject.Find("World").transform);
// laser.GetComponent<ProjectileController>().speed = 1000;//GetComponent<SpriteRenderer>().size.y + (GetComponentInParent<StructureController>().translation.magnitude * 7f);
// laser.GetComponent<ProjectileController>().acceleration = 1f / GetComponent<SpriteRenderer>().size.y;
// laser.GetComponent<ProjectileController>().damage = Mathf.FloorToInt(GetComponent<SpriteRenderer>().size.y - 1) * 2;
// laser.GetComponent<SpriteRenderer>().size = new Vector2 (.65f, GetComponent<SpriteRenderer>().size.y);
// var sh = laser.GetComponent<ParticleSystem>().shape;
// sh.position = new Vector2(0, -(GetComponent<SpriteRenderer>().size.y / 2));
return;
// }
// }
}
public override Vector2 GetMinimumSize ()
{
return new Vector2(2, 2);
}
public override string GetIcon() { return "◌"; }
public override string ToString() //double dis = {distance.ToString("0.0")};
{
return $"{GetIcon()} {this.name}\n{base.ToString()}\n /*_Cast_Ray_*/\n double Scan_() {{\n return new Ray ().GetLength ();\n }}\n}}\n\n☑_Ok\n☒_Cancel\n☒_Delete\n⍰⍰_Help";
// ┣ ↹ " + GetComponent<SpriteRenderer>().size.ToString() + "\n ┗ ↺ " + gameObject.transform.localEulerAngles.z.ToString("0.0") + "°\n ";
}
// {
// return "\n <b>" + name + "</b>\n ┣ ↧ " + new Vector2(transform.localPosition.x, transform.localPosition.y).ToString() + "\n ┗ ↹ " + GetComponent<SpriteRenderer>().size.ToString() + "\n <b>⇢ Range</b>\n ┗ " + //\n ┗ ↺ " + gameObject.transform.localEulerAngles.z.ToString("0.0") + "°
// }
}