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Flatland
curvedflats
Commits
6d9196b3
Commit
6d9196b3
authored
Aug 18, 2019
by
Chae Ho Shin
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Plain Diff
some help for bug fix
parent
2b23d67e
Changes
1
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1 changed file
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287 additions
and
278 deletions
+287
-278
PathRenderer.cs
Assets/Scripts/PathRenderer.cs
+287
-278
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Assets/Scripts/PathRenderer.cs
View file @
6d9196b3
...
...
@@ -205,10 +205,12 @@ public class PathRenderer : MonoBehaviour
int
tinterval
=
Constants
.
alphatinterval
;
VectorBuilder
<
double
>
V
=
Vector
<
double
>.
Build
;
//square.PathList에서 0에서 시작해 finalPathNum까지 이동
while
(
i
<=
finalPathNum
)
{
Vector3
startpos
=
new
Vector3
(
levelManager
.
player
.
transform
.
position
.
x
,
0
,
levelManager
.
player
.
transform
.
position
.
z
);
Vector3
dest
=
new
Vector3
(
square
.
GetNthPath
(
i
).
x
,
0f
,
square
.
GetNthPath
(
i
).
y
);
Vector3
startpos
=
new
Vector3
(
levelManager
.
player
.
transform
.
position
.
x
,
0
,
levelManager
.
player
.
transform
.
position
.
z
);
// 경로 이동 시작할때 위치
Vector3
dest
=
new
Vector3
(
square
.
GetNthPath
(
i
).
x
,
0f
,
square
.
GetNthPath
(
i
).
y
);
// 시작 관성계 기준 startpos에서 목표지점까지 공간 좌표
Vector3
acceleration
=
dest
.
normalized
;
var
v
=
square
.
GetPathVelocity
(
i
);
...
...
@@ -230,8 +232,8 @@ public class PathRenderer : MonoBehaviour
if
(
u
.
magnitude
>
0.0f
)
{
deltav
=
Constants
.
BoostMatrix
(-
u
)
*
deltav
;
deltax
=
Constants
.
BoostMatrix
(-
u
)
*
deltaxnaive
;
deltav
=
Constants
.
BoostMatrix
(-
u
)
*
deltav
;
// 로렌츠 행렬을 곱해서 경로 이동시 속도가 월드 관성계에서 무슨 속도인지 구함(deltav)
deltax
=
Constants
.
BoostMatrix
(-
u
)
*
deltaxnaive
;
// 로렌츠 행렬을 곱해서 경로 이동시 위치 변화가 월드 관성계에서 얼마나 되는지 구함(deltax)
}
var
tt
=
deltav
[
0
]
/
Constants
.
c
;
...
...
@@ -239,7 +241,7 @@ public class PathRenderer : MonoBehaviour
Vector3
finaldeltav
=
new
Vector3
((
float
)(
deltav
[
1
]
/
tt
),
0.0f
,
(
float
)(
deltav
[
2
]
/
tt
));
Vector3
finaldeltax
=
new
Vector3
((
float
)
deltax
[
1
],
0.0f
,
(
float
)
deltax
[
2
]);
levelManager
.
player
.
v
=
finaldeltav
;
levelManager
.
player
.
v
=
finaldeltav
;
// 플레이어 월드 관성계 기준 속도를 deltav로 세팅
while
(
true
)
{
...
...
@@ -253,18 +255,25 @@ public class PathRenderer : MonoBehaviour
}
levelManager
.
player
.
v
=
u
;
levelManager
.
player
.
v
=
u
;
// 원래 관성계로 돌아옴
levelManager
.
player
.
transform
.
position
=
new
Vector3
(
startpos
.
x
+
finaldeltax
.
x
,
levelManager
.
player
.
transform
.
position
.
y
,
startpos
.
z
+
finaldeltax
.
z
);
,
startpos
.
z
+
finaldeltax
.
z
);
// 위치 보정해줌(fixed update오차)
// INSERT CODE TO REMOVE PATH FROM PATH RENDERER HERE
// 여기에 방금 이동한 경로를 안보이게 해야 함
i
++;
}
Background
.
Toggle
=
true
;
//아마 여기에 이동을 다 마친 경로들을 square.pathList랑 square.pathVelocity에서 없애주고, finalPathNum 다음 경로가 square.pathList[1]이 되게 해야할듯
// PathRenderer에 child로 되 있는 Path-n들 이름도 다 바꿔줘야 할꺼임(니가 최종 경로 가 몇번째인지 판정으로 GameObject 이름을 string으로 받아와서 하니까)
// 귀찮으면 아예 UIManager.cs에서 int pathNum = int.Parse(obj.name.Substring(13)); 이부분을 바꿔도 됨.
}
public
void
DeletePathsAfterNthPath
(
int
n
)
...
...
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