新增SensorToolkit
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39
Assets/SensorToolkit/Examples/assets/Spaceships/Asteroid.cs
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39
Assets/SensorToolkit/Examples/assets/Spaceships/Asteroid.cs
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using UnityEngine;
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using System.Collections;
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namespace Micosmo.SensorToolkit.Example
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{
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[RequireComponent(typeof(Rigidbody))]
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public class Asteroid : MonoBehaviour
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{
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public float MaxRandomSpin;
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public float MaxRandomForce;
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public float BoundaryRadius;
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public float ReturnForce;
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public float ReturnForceLerpDistance;
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Rigidbody rb;
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void Start()
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{
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rb = GetComponent<Rigidbody>();
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rb.AddTorque(randomVector() * Random.Range(0f, MaxRandomSpin));
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rb.AddForce(randomVector() * Random.Range(0f, MaxRandomForce));
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}
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void Update()
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{
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var distFromOrigin = transform.position.magnitude;
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if (distFromOrigin >= BoundaryRadius)
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{
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var f = Mathf.Lerp(0f, ReturnForce, (distFromOrigin - BoundaryRadius) / ReturnForceLerpDistance);
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rb.AddForce(f * -transform.position.normalized);
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}
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}
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Vector3 randomVector()
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{
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return new Vector3(Random.Range(-1f, 1f), Random.Range(-1f, 1f), Random.Range(-1f, 1f)).normalized;
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}
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}
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}
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474
Assets/SensorToolkit/Examples/assets/Spaceships/Asteroid.prefab
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474
Assets/SensorToolkit/Examples/assets/Spaceships/Asteroid.prefab
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using UnityEngine;
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using System.Collections;
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namespace Micosmo.SensorToolkit.Example
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{
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public class CollectPickups : MonoBehaviour
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{
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public Sensor PickupSensor;
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public Sensor InteractionRange;
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public SteeringSensor Steering;
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public IgnoreProcessor IgnoreProc;
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Holdable target;
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void Update()
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{
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// If we don't currently have a target pickup then target the nearest one. If we do
|
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// have a target and we are within detection range then pick it up.
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if (target == null)
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{
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target = PickupSensor.GetNearestComponent<Holdable>();
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if (target != null)
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{
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Steering.SeekTo(target.transform);
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IgnoreProc.ToIgnore = target.gameObject;
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}
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}
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else if (InteractionRange.IsDetected(target.gameObject))
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{
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// Pickup the target.. (Destroy it to show it has been picked up)
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Destroy(target.gameObject);
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target = null;
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}
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}
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}
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10619
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10619
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Reference in New Issue
Block a user