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@@ -111,84 +111,18 @@ var worker_marker = Instantiate(Resources.Load("GameObjects/Capsule", typeof(Gam
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var z0 = m.marker.transform.position;
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var z1 = new Vector3(w.coord_x, 0.5f, w.coord_y);
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- var x = z1.x - z0.x;
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- var y = z1.y - z0.y;
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- var z = Mathf.Sqrt(x * x + y * y);
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- for (float zj = Mathf.Sqrt(x * x + y * y); z > 0; z--)
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- {
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- Debug.Log(z);
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- var pos = new Vector3(w.coord_x + z, 0.5f, w.coord_y + z);
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- StartCoroutine(MarkerPostion(i - z, pos, m.marker));
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+ // var x = z1.x - z0.x;
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+ // var y = z1.y - z0.y;
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+ //var z = Mathf.Sqrt(x * x + y * y);
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+ //for (float x = z0.x; i < z1.x; x++)
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+ // var pos = new Vector3(w.coord_x + z, 0.5f, w.coord_y + z);
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+ // StartCoroutine(MarkerPostion(i - z, pos, m.marker));
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}
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}
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}
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}
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}
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- /// <summary>
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- /// https://habr.com/ru/post/347904/
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- /// </summary>
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- /// <param name="vectorAngle"></param>
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- /// <param name="empty"></param>
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- void ChekingQuarterUp(Transform vectorAngle, ref Transform empty)
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- {
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- float zangle = 0;
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- float xangle = 0;
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- float zcoord = 0.0f;
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- float xcoord = 0.0f;
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-
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- int normangle = Mathf.RoundToInt(vectorAngle.eulerAngles.y);
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-
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- if (normangle >= 0 && normangle <= 90) // 1-ая четверть
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- {
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- zangle = 90 - normangle;
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- xangle = 0 - normangle;
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-
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- xangle = (xangle < 0) ? xangle * -1 : xangle;
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- zangle = (zangle < 0) ? zangle * -1 : zangle;
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-
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- }
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-
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- if (normangle > 270 && normangle <= 360) // 2-ая четверть
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- {
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- xangle = 360 - normangle;
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- zangle = 270 - normangle;
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-
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-
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- xangle = (xangle > 0) ? xangle * -1 : xangle;
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- zangle = (zangle < 0) ? zangle * -1 : zangle;
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-
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-
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- }
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-
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- if (normangle > 180 && normangle <= 270) // 3-ая четверть
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- {
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- xangle = 180 - normangle;
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- zangle = 270 - normangle;
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-
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- xangle = (xangle > 0) ? xangle * -1 : xangle;
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- zangle = (zangle > 0) ? zangle * -1 : zangle;
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- }
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-
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- if (normangle > 90 && normangle <= 180) // 4-ая четверть
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- {
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- zangle = 90 - normangle;
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- xangle = 180 - normangle;
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-
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- zangle = (zangle > 0) ? zangle * -1 : zangle;
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- xangle = (xangle < 0) ? xangle * -1 : xangle;
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-
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- }
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-
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- zcoord = path * Mathf.Sin(zangle * Mathf.PI / 180);
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- xcoord = path * Mathf.Sin(xangle * Mathf.PI / 180);
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-
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- float newpathx = empty.position.x + xcoord;
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- float newpathz = empty.position.z + zcoord;
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-
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-
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- empty.position = new Vector3(newpathx, empty.transform.position.y, newpathz);
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-
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- }
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+
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}
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