浏览代码

Resources и библиотеки

Виктор Шейко 5 年之前
父节点
当前提交
2353136999
共有 2 个文件被更改,包括 2614 次插入74 次删除
  1. 2607 1
      Assembly-CSharp.csproj
  2. 7 73
      Assets/Scripts/Controllers/WorkerController.cs

文件差异内容过多而无法显示
+ 2607 - 1
Assembly-CSharp.csproj


+ 7 - 73
Assets/Scripts/Controllers/WorkerController.cs

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