Commit a0f15e00 authored by 18김민수's avatar 18김민수

Added ProperTime

parent b2015dec
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m_Calls: []
m_TypeName: UnityEngine.UI.MaskableGraphic+CullStateChangedEvent, UnityEngine.UI,
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m_Type: 1
m_PreserveAspect: 0
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...@@ -4,9 +4,9 @@ using UnityEngine; ...@@ -4,9 +4,9 @@ using UnityEngine;
public static class Constants public static class Constants
{ {
public static double C => 40; // speed of light. public static double c => 40; // speed of light.
public static double Gamma(double v) public static double Gamma(double v)
{ {
return 1 / Mathf.Sqrt((1 - (float)((v / C) * (v / C)))); return 1 / Mathf.Sqrt((1 - (float)((v / c) * (v / c))));
} }
} }
...@@ -5,10 +5,7 @@ using UnityEngine; ...@@ -5,10 +5,7 @@ using UnityEngine;
public class FlatLandObject : MonoBehaviour public class FlatLandObject : MonoBehaviour
{ {
public Vector2 speedVector = new Vector2(0, 0); public Vector2 speedVector = new Vector2(0, 0);
public double gameSpeed = 20;
public double properTime = 0; public double properTime = 0;
public virtual void Update()
{
properTime += Time.deltaTime;
}
} }
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 };
line.positionCount = lst.Length;
line.SetPositions(lst);
}
// Update is called once per frame
void Update()
{
}
}
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using System;
public class Square : FlatLandObject public class Square : FlatLandObject
{ {
public LineRenderer pathRenderer; // About drawing paths. public LineRenderer pathRenderer; // About drawing paths.
public List<Vector2> pathList = new List<Vector2>(); public List<Vector2> pathList = new List<Vector2>();
public UIManager uiManager;
private Vector2 _currentPathEnd; private Vector2 _currentPathEnd;
...@@ -16,10 +18,11 @@ public class Square : FlatLandObject ...@@ -16,10 +18,11 @@ public class Square : FlatLandObject
} }
// Update is called once per frame // Update is called once per frame
public override void Update() public void Update()
{ {
if(Input.GetMouseButtonDown(1)) // If right mouse button is clicked if(Input.GetMouseButtonDown(1)) // If right mouse button is clicked
{ {
Debug.Log(getNthPath(0));
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit)) // If the click was on the background if (Physics.Raycast(ray, out RaycastHit hit)) // If the click was on the background
{ {
...@@ -43,16 +46,18 @@ public class Square : FlatLandObject ...@@ -43,16 +46,18 @@ public class Square : FlatLandObject
} }
public void CreatePath(Vector3 point) // Creates the fitst path. public void CreatePath(Vector3 point) // Creates the fitst path, and updates Proper Time UI.
{ {
pathRenderer.positionCount = 2; pathRenderer.positionCount = 2;
pathRenderer.SetPositions(new Vector3[] { transform.position, point }); pathRenderer.SetPositions(new Vector3[] { transform.position, point });
uiManager.UpdateUI();
} }
public void AddPath(Vector3 point) // Adds new path to current path. public void AddPath(Vector3 point) // Adds new path to current path, and updates Proper Time UI.
{ {
pathRenderer.positionCount++; pathRenderer.positionCount++;
pathRenderer.SetPosition(pathRenderer.positionCount - 1, point); pathRenderer.SetPosition(pathRenderer.positionCount - 1, point);
uiManager.UpdateUI();
} }
public void Move() public void Move()
...@@ -79,4 +84,33 @@ public class Square : FlatLandObject ...@@ -79,4 +84,33 @@ public class Square : FlatLandObject
pathRenderer.positionCount = 2; pathRenderer.positionCount = 2;
pathRenderer.SetPositions(new Vector3[] { Vector3.zero, Vector3.zero }); pathRenderer.SetPositions(new Vector3[] { Vector3.zero, Vector3.zero });
} }
public Vector2 getNthPath(int n) // returns movement vector stored in path renderer by index.
{
if (n >= pathRenderer.positionCount)
throw new InvalidOperationException(n + "th path is not stored.");
return pathRenderer.GetPosition(n + 1) - pathRenderer.GetPosition(n);
}
public double MovingTime(Vector2 v) // How long it takes to move given vector with current speed.
{
return v.sqrMagnitude / gameSpeed;
}
public double CalculateEntireMovingTime() // How long it takes to move current path all the way.
{
double result = 0;
for (int i = 0; i < pathRenderer.positionCount - 1; i++)
result += MovingTime(getNthPath(i));
return result / gameSpeed;
}
public void ModifySpeed(float d)
{
if (gameSpeed + d <= Constants.c && gameSpeed + d >= 0)
gameSpeed += d;
uiManager.UpdateUI();
}
} }
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIManager : MonoBehaviour
{
public Text properTime;
public Text currentSpeed;
public Square square;
public void UpdateUI()
{
string newPropertime, prevPropertime;
currentSpeed.text = "Current Speed : " + (square.gameSpeed / Constants.c).ToString("F2") + "c";
prevPropertime = square.CalculateEntireMovingTime().ToString();
newPropertime = (square.CalculateEntireMovingTime() / Constants.Gamma(square.gameSpeed)).ToString();
properTime.text = "New Proper Time : " + newPropertime + "\nPrev Proper Time : " + prevPropertime;
}
}
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......
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