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59 lines
1.9 KiB
C#
59 lines
1.9 KiB
C#
3 months ago
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using System.Collections.Generic;
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using UnityEngine;
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public class FormationComponent : MonoBehaviour
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{
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[HideInInspector]
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public List<Transform> FormationPoints = new();
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/// <summary>
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/// Creates new formation in the Formation Component root with one obligatory point
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/// in the center and additional points around it on certain radius from it
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/// </summary>
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/// <param name="originalPoint"> Position for the first point </param>
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/// <param name="radius"> Radius for additional points </param>
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/// <param name="additionalPointsCount"> Amount of additional points </param>
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public virtual void RecreateFormation(Vector3 originalPoint, float radius = 1f, int additionalPointsCount = 0)
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{
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// Removing old points
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ClearPoints();
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originalPoint.y = 0;
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// Creating obligatory center point
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GameObject firstPoint = new();
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firstPoint.transform.position = originalPoint;
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firstPoint.transform.SetParent(transform);
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FormationPoints.Add(firstPoint.transform);
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PlaceAdditionalPointsInFormation(radius, additionalPointsCount);
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}
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internal virtual void ClearPoints()
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{
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foreach (var point in FormationPoints)
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{
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if (point != null)
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{
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Destroy(point.gameObject);
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}
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}
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FormationPoints.Clear();
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}
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internal virtual void PlaceAdditionalPointsInFormation(float radius, int additionalPointsCount)
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{
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// Creating formation
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for (int i = 0; i < additionalPointsCount; i++)
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{
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float angle = i * Mathf.PI * 2f / additionalPointsCount;
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Vector3 newPos = new Vector3(Mathf.Cos(angle) * radius, 0, Mathf.Sin(angle) * radius);
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GameObject go = new();
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go.transform.SetParent(transform);
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go.transform.localPosition = newPos;
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FormationPoints.Add(go.transform);
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}
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}
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}
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