//*********************************************************** // Filename: LinearTeleport.cs // Author: Moritz Kolvenbach, Marco Fendrich // Last changes: Wednesday, 8th of August 2018 // Content: Class that calculates the line to be rendered and used to aim when preparing to teleport //*********************************************************** using UnityEngine; /// /// Child class of renderableTeleport doing the actual calculations to aim the teleportation as a linecast /// public class LinearTeleport : RenderableTeleport { /// /// Sample a bunch of points along a line until you hit ground. At that point, cut off the linecast /// protected override void UpdateProjectionPoints() { // turn velocity to work into the direction of the controller normalisedVelocity = transform.TransformDirection(Vector3.forward); // delete points from last calculation projectionPoints.Clear(); // add start point - the controller projectionPoints.Add(transform.position); // set point from which second point will be calculated to controller position Vector3 last = transform.position; float t = 0; // time for line calculation hasn't started yet // iterate through the maximum number of points being calculated for (int i = 0; i < pointCount; i++) { // increase t so that the next calculated point will have the distance set in editor t += pointSpacing / normalisedVelocity.magnitude; // calculate next point of line Vector3 next = CalculateNewPosition(transform.position, normalisedVelocity, t); Vector3 castHit; // hit point of line if colliding at or before next calculated point Vector3 norm; // normal of hit point bool endOnNavmesh; // indicator of whether last point calculated ended on navmesh // check whether something is being hit if (navMesh.Linecast(last, next, out endOnNavmesh, out castHit, out norm)) { // if something is being hit, set last point in list to hit point projectionPoints.Add(castHit); // normal of hit point to be used when visualizing the currently selected target normalisedHitPoint = norm; // check whether point is on nav mesh and therefore teleportable pointOnNavMesh = endOnNavmesh; return; } else { // no collision, calculate next point projectionPoints.Add(next); } // set currently calculated point as base for the calculation of the new point last = next; } // if nothing is being hit and maximum number of points is reached, show unreachable target in midair with normal going upwards normalisedHitPoint = Vector3.up; pointOnNavMesh = false; } /// /// Linear motion equation applied to three dimensions /// /// Position from which the movement of the current update was started /// Velocity with which the line is being calculated /// Abstract time to be used to update point /// Next point of line private static Vector3 CalculateNewPosition(Vector3 p, Vector3 v, float t) { Vector3 ret = new Vector3(); for (int i = 0; i < 3; i++) ret[i] = p[i] + v[i] * t; return ret; } }