Commit 4c4b135d authored by 18김민수's avatar 18김민수

Initial commit : Basic square movements

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Pipeline #58 failed with stages
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FlatLandObject : MonoBehaviour
{
public Vector2 speedVector = new Vector2(0, 0);
public double properTime = 0;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PathRenderer : MonoBehaviour
{
LineRenderer line;
// Start is called before the first frame update
void Start()
{
Vector3 a = new Vector2(-30, -30);
Vector3 b = new Vector2(30, 30);
Vector3 c = new Vector2(-30, 30);
line = GetComponent<LineRenderer>();
Vector3[] lst = new Vector3[] { a, b, c };
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void Update()
{
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Square : FlatLandObject
{
public LineRenderer pathRenderer; // About drawing paths.
public List<Vector2> pathList = new List<Vector2>();
private Vector2 _currentPathEnd;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if(Input.GetMouseButtonDown(1)) // If right mouse button is clicked
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit)) // If the click was on the background
{
if (Input.GetKey(KeyCode.LeftShift) && pathRenderer.GetPosition(1) != Vector3.zero) // If shift is clicked and path is already exists
AddPath(hit.point);
else
CreatePath(hit.point);
}
}
}
public IEnumerator MoveSquare(Vector2 destination)
{
speedVector = destination - (Vector2)transform.position;
Vector3 scaledVector = speedVector * Time.deltaTime;
while (speedVector.x * (destination.x - transform.position.x) > 0 || speedVector.y * (destination.y - transform.position.y) > 0)
{
transform.position += scaledVector;
yield return null;
}
}
public void CreatePath(Vector3 point) // Creates the fitst path.
{
pathRenderer.positionCount = 2;
pathRenderer.SetPositions(new Vector3[] { transform.position, point });
}
public void AddPath(Vector3 point) // Adds new path to current path.
{
pathRenderer.positionCount++;
pathRenderer.SetPosition(pathRenderer.positionCount - 1, point);
}
public void Move()
{
StartCoroutine(_StartMovingPath());
}
public IEnumerator _StartMovingPath()
{
Vector3[] tomoveList = new Vector3[pathRenderer.positionCount];
Debug.Log(pathRenderer.positionCount);
pathRenderer.GetPositions(tomoveList);
for(int i = 1; i < pathRenderer.positionCount; i++)
{
yield return StartCoroutine(MoveSquare(tomoveList[i]));
}
ResetPaths();
}
public void ResetPaths()
{
pathRenderer.positionCount = 2;
pathRenderer.SetPositions(new Vector3[] { Vector3.zero, Vector3.zero });
}
}
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