I have a game where you need to rotate clocks.I cant figure out how to rotate two or more clock arrows toghether.Arrows are not on the same clock.Arrows have diffrent rotations and they have to keep their rotation diffrences.I.E one arrow is 180 another 90 so after 90 degree turn fist one should be 270 and another one 180.Here is my code:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MoveClock : MonoBehaviour
{
public GameObject root;
public Transform arrow;
public CircleCollider2D circleCollider;
public BoxCollider2D boxColliderTrigger;
public List<MoveClock> connectedClocks;
public GameManger gameManager;
public BoxCollider2D[] colliders;
public int n;
public BoxCollider2D[] disabledTriggers;
public bool equal;
const float initialValue = 90;
static public int k;
public float angle;
public float snapAngle;
public float dif;
public Vector3 mousepos;
public Vector3 dir;
public int[] zAngles;
void Start()
{
zAngles = new int[n];
SetAngles();
CalculateDiffrence();
}
void Update()
{
}
public void MoveArrow(out float snapAngle)
{
snapAngle = 0;
if (Input.GetMouseButton(0))
{
mousepos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
dir = transform.position - mousepos;
angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg + initialValue;
transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
snapAngle = SnapAngle(angle);
SetAngleTo(angle);
}
}
private void SetAngles()
{
int angle = 360 / n;
for (int i = 0; i < n; i++)
{
zAngles[i] = angle * i;
}
}
private float SnapAngle(float target)
{
float minDiffrence = float.MaxValue;
float closest = float.MaxValue;
for (int i = 0; i < zAngles.Length; i++)
{
float diff = Mathf.Abs(zAngles[i] - target);
if (minDiffrence > diff)
{
minDiffrence = diff;
closest = zAngles[i];
}
}
return closest;
}
public void SetAngleTo(float a)
{
for (int i = 0; i < connectedClocks.Count; i++)
{
if(equal==true)
connectedClocks[i].arrow.rotation = Quaternion.AngleAxis(a, Vector3.forward);
else
connectedClocks[i].arrow.rotation = Quaternion.AngleAxis(a + connectedClocks[i].dif, Vector3.forward);
}
}
public void CalculateDiffrence()
{
for (int i = 0; i < connectedClocks.Count; i++)
{
Vector3 dir = connectedClocks[i].transform.position - transform.position;
dir = connectedClocks[i].transform.InverseTransformDirection(dir);
dif = SnapAngle(Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg+initialValue);
Debug.Log(string.Format("{0} {1}", dif, connectedClocks[i].circleCollider.name));
}
}
}
Simply put one of the object as the child of another, that will do.
A //or B
|__B // |__A
Or programmatically:
A.transform.parent = B.transform; //or
A.transform.SetParent(B.transform);
In this setting, if you rotate A any angles, B will follow and no need to calculate and keep their angle difference in code.
Related
I am currently trying to make more bullet hell patterns for my game, however, I am currently stuck with making a line pattern.
I'm wanting the pattern to make a line of bullets that are at different speeds to each other so the bullets spread from each other. I know I could make several prefabs with slightly different speeds but that's inefficient with space.
The way bullets are spawned is that their rotation is set and they move forward in that direction, however, I am unsure how to set the bullets speed from another class which determines the patterns.
Here is the patterns class:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletPatternsModule : MonoBehaviour
{
static ObjectPools objectPooler;
void Start()
{
objectPooler = ObjectPools.Instance;
}
public static void ShootArc(float ArcSize, int BulletAmount, string BulletName, Transform tf, float Offset)//All arcs are in angles, not radians
{
float angle = 0;
angle = Offset;//Offset is to the left
for (int i = 0; i < BulletAmount; i++)
{
float AngleStep = ArcSize / BulletAmount;//Gets the step size for arc
angle += AngleStep;
objectPooler.SpawnFromPool(BulletName, tf.position, Quaternion.Euler(0, 0, angle));//Shoots the bullet
}
}
public static IEnumerator ShootArcEnum(float ArcSize, int BulletAmount, string BulletName, Transform tf, float Offset, float LengthOfTime, float WaitPeriod)//All arcs are in angles, not radians
{
float angle = 0;
angle = Offset;//Offset is to the left
for (int i = 0; i < BulletAmount; i++)
{
float AngleStep = ArcSize / BulletAmount;
angle += AngleStep;
objectPooler.SpawnFromPool(BulletName, tf.position, Quaternion.Euler(0, 0, angle));
yield return new WaitForSeconds(WaitPeriod);
}
}
//Not quite done yet, problem
public static void ShootLine(float MinVel, float MaxVel, int BulletAmount, string BulletName, Transform tf, float angle)//All arcs are in angles, not radians
{
float Difference = MaxVel - MinVel / BulletAmount;
for (int i = 0; i < BulletAmount; i++)
{
objectPooler.SpawnFromPool(BulletName, tf.position, Quaternion.Euler(0, 0, angle));//Shoots the bullet
}
}
}
and here is the Bullet class
using UnityEngine;
public class BulletAI : MonoBehaviour, IPooledObject
{
public Transform tf;
private Vector2 Movement;
public string BulletParticle;
private float speedx;
private float speedy;
[Header("subtractive speed")]
public bool ChangeAcc;
public float AccX;
public float AccY;
public float AccMinX;
public float AccMinY;
[Header("sine wave movement")]
public bool SineMove;
public float SineAmp;
public float SineFreq;
[Header("Set up stuff")]
public float speedxMem;
public float speedyMem;
private float BulletRot;
private float ST;
private int Length;
public bool Specifics;
public bool Killable;
public string[] CollisionNames;
ObjectPools objectPooler;
void Start()
{
objectPooler = ObjectPools.Instance;
speedxMem = speedx;
speedyMem = speedy;
}
// Start is called before the first frame update
public void OnObjectSpawn()
{
if (DEBUG.ChangeGraphics == true)//CHanges sprite to toast
{
SpriteRenderer rend = gameObject.GetComponent<SpriteRenderer>();
rend.sprite = Resources.Load<Sprite>("Toast");
}
if (BulletParticle == null)
{
BulletParticle = "BulletHit";
}
speedx = speedxMem;
speedy = speedyMem;
Movement = new Vector2(speedx, speedy);
ST = 0f;//Sine phase
}
void OnTriggerEnter2D(Collider2D coll)
{
if (Specifics == true)
{
Length = CollisionNames.Length;
for (int i = 0; i < Length; i++)
{
if (coll.gameObject.CompareTag(CollisionNames[i]) && Killable)
{
objectPooler.SpawnFromPool("BulletHit", tf.position, Quaternion.identity);
gameObject.SetActive(false);
}
}
}
}
void Update()
{
Movement = new Vector2(speedx, speedy);
if (ChangeAcc)
{
speedx -= AccX * Time.deltaTime;
speedy -= AccY * Time.deltaTime;
if (speedx <= -AccMinX || speedx >= AccMinX || speedy <= -AccMinY || speedy >= AccMinY)
{
objectPooler.SpawnFromPool(BulletParticle, tf.position, Quaternion.identity);
gameObject.SetActive(false);
}
}
if (SineMove)
{
ST += Time.deltaTime;
speedy = SineAmp * Mathf.Sin(ST * SineFreq);
}
if (tf.position.x > 25f || tf.position.x < -25f || tf.position.y > 15f || tf.position.x < -15f)
{
gameObject.SetActive(false);
}
}
// Update is called once per frame
void FixedUpdate()
{
tf.Translate(Movement * Time.deltaTime);
}
}
Fixed the issue by changing the speed of the bullet in the object pooler
I am using this code to generate a number of sphere around a center point, with different size and position.
There is a conditional check to prevent sphere from overlapping.
The problem I face is, in the scene some sphere are always overlapping.
=>
[Header("Galaxy")]
public int numberOfStars = 300;
public int maximumRadius = 100;
public float minDistBetweenStars = 2f;
[Header("Star")]
public float minimumSize = 1f;
public float maximumSize = 2f;
void Start()
{
for(int i = 0; i < numberOfStars; i++)
{
float distance = Random.Range(0, maximumRadius);
float angle = Random.Range(0, 2 * Mathf.PI);
float starSize = Random.Range(minimumSize, maximumSize);
Vector3 starPosition = new Vector3(distance * Mathf.Cos(angle), 0, distance * Mathf.Sin(angle));
Collider[] starCollider = Physics.OverlapSphere(starPosition, (starSize * 0.5f) + minDistBetweenStars);
if (starCollider.Length == 0)
{
GameObject star = GameObject.CreatePrimitive(PrimitiveType.Sphere);
star.transform.position = starPosition;
star.transform.localScale = new Vector3(starSize, starSize, starSize);
}
else
{
i--;
}
}
}
I do pass in the remove, so some sphere are being removed,m but I still see a lot of overlapping.
So the problem was we were not disabling the collider on the sphere we was checking :P
public class StarGenSO : MonoBehaviour
{
[Header("Galaxy")]
public int numberOfStars = 300;
public int maximumRadius = 100;
public float minDistBetweenStars = 2f;
[Header("Star")]
public float minimumSize = 1f;
public float maximumSize = 2f;
void Awake()
{
for (int i = 0; i < numberOfStars; i++)
{
GameObject star = GameObject.CreatePrimitive(PrimitiveType.Sphere);
float distance = Random.Range(0, maximumRadius);
float angle = Random.Range(0, 2 * Mathf.PI);
float starSize = Random.Range(minimumSize, maximumSize);
Vector3 starPosition = new Vector3(distance * Mathf.Cos(angle), 0, distance * Mathf.Sin(angle));
var currentCol = star.GetComponent<Collider>();
currentCol.enabled = false;
Collider[] starCollider = Physics.OverlapSphere(starPosition, (starSize * 0.5f) + minDistBetweenStars);
if (starCollider.Length == 0)
{
star.transform.position = starPosition;
star.transform.localScale = new Vector3(starSize, starSize, starSize);
currentCol.enabled = true;
}
else
{
Debug.Log("remove");
Destroy(star);
i--;
}
}
}
}
A preferred solution
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StarGenSo : MonoBehaviour
{
[Header("Galaxy")]
public int numberOfStars = 300;
public int maximumRadius = 100;
public float minDistBetweenStars = 2f;
[Header("Star")]
public float minimumSize = 1f;
public float maximumSize = 2f;
[Header("Star Object")]
public GameObject obj;
IEnumerator Start()
{
for (int i = 0; i < numberOfStars; i++)
{
float distance = Random.Range(0, maximumRadius);
float angle = Random.Range(0, 2 * Mathf.PI);
float starSize = Random.Range(minimumSize, maximumSize);
Vector3 starPosition = new Vector3(distance * Mathf.Cos(angle), 0, distance * Mathf.Sin(angle));
Collider[] starCollider = Physics.OverlapSphere(starPosition, (starSize * 0.5f) + minDistBetweenStars);
if (starCollider.Length == 0)
{
GameObject star = Instantiate(obj);
star.transform.position = starPosition;
star.transform.localScale = new Vector3(starSize, starSize, starSize);
star.AddComponent<SphereCollider>();
}
else
{
i--;
}
}
yield return null;
}
}
Result:
The problem here is your starSize use both for local scale (multiple factor) and sphere collider (flat factor). Eg: your star have default size of 2 and your starSize equal 2, then your actual radius of your sphere is 4, but your collider check for 2*0.5 + 2 = 3.
This is a homework problem(Do not copy, copy is not smart): We need to draw a 2d turkey in unity 2d using Verlet method to update the positions of the vertices. However, We don't know the forces involved to trace the Turkey. Here is a picture of the Turkey. Is there a trick?
Here is the codes that we started:
public class GenerateTurkeys : MonoBehaviour
{
LineRenderer lineRenderer = gameObject.AddComponent<LineRenderer>();
// Start is called before the first frame update
int numberOfTurkeys;
int NUM_PARTICLES;
float fTimeStep;
Vector3[] m_position = new Vector3[NUM_PARTICLES];
Vector3[] m_acceleration = new Vector3[NUM_PARTICLES];
Vector3[] m_oldPosition = new Vector3[NUM_PARTICLES];
void Start()
{
NUM_PARTICLES = 100;
numberOfTurkeys = 0;
}
// Verlet integration step void ParticleSystem::
Verlet()
{
for (int i=0; i<NUM_PARTICLES; i++)
{
Vector3 x = m_position[i];
Vector3 temp = x;
Vector3 oldx = m_oldPosition[i];
Vector3 a = m_acceleration[i];
x += x-oldx+a* fTimeStep*fTimeStep;
oldx = temp;
}
}
void DrawLine(float[] heights)
{
LineRenderer lineRenderer = GetComponent<LineRenderer>();
var t = Time.time;
for (int i = 0; i < NUM_PARTICLES; i++)
{
lineRenderer.SetPosition(i, );
}
}
// Update is called once per frame
void Update()
{
}
}
I'm not sure that I correctly decided, due to the fact that the contour does not match, but in the solution the speed is exactly iterative. I think this is a small error of physics in Unity, Because if you use the resulting accelerations, you can draw the graph very accurately.
Here is code:
public class Drawer : MonoBehaviour
{
[SerializeField]
private Transform[] m_Dots;
private Rigidbody2D m_Dot;
private Vector2[] m_Acceler;
float deltaT = 0.5f;//for example
private void Start()
{
m_Acceler = GetAcceler();
var go = new GameObject("Tracer");
var tr = go.AddComponent<TrailRenderer>();
tr.widthMultiplier = 0.1f;
tr.time = 50f;
m_Dot = go.AddComponent<Rigidbody2D>();
m_Dot.bodyType = RigidbodyType2D.Kinematic;
m_Dot.gravityScale = 0;
StartCoroutine(VerletCoroutine());
}
private Vector2[] GetAcceler()
{
Vector2[] result = new Vector2[m_Dots.Length];
float T = deltaT;
int len = m_Dots.Length;
result[0] = An(m_Dots[1].position, m_Dots[0].position, m_Dots[0].position, T);
for (int i = 1 ; i < len - 1 ; i++, T += deltaT)
{
result[i] = An(m_Dots[i + 1].position, m_Dots[i].position, m_Dots[i].position, T);
}
result[len - 1] = An(m_Dots[0].position, m_Dots[len - 1].position, m_Dots[len - 1].position, T);
return result;
}
private Vector2 An(Vector2 Xnext, Vector2 Xn, Vector2 Xprev, float t)
{// a[n] = (x[n+1] - 2*x[n]+x[n-1])/t^2
return (Xnext - 2 * Xn + Xprev) / t * t;
}
private IEnumerator VerletCoroutine()
{
m_Dot.transform.position = m_Dots[0].position;
Vector2 Vprev = Vector2.zero;
int len = m_Acceler.Length - 1;
float t = 0;
int i = 0;
while (true)
{
t += Time.deltaTime;
if (t >= deltaT)
{
i++;
if (i > len)
{
break;
}
t = 0;
Vprev = Vector2.zero;
}
Vprev = Vnext(Vprev, m_Acceler[i], m_Acceler[i], t);
m_Dot.velocity = Vprev;
yield return new WaitForEndOfFrame();
}
m_Dot.velocity = Vector3.zero;
yield return null;
}
private Vector2 Vnext(Vector2 Vn, Vector2 Anext, Vector2 An, float t)
{//v[n+1]= v[n]+0,5(a[n+1] +a[n]) * t
var v = Vn + 0.5f * (Anext + An) * t;
return v;
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class SquadFormation : MonoBehaviour
{
enum Formation
{
Square, Circle, Triangle
}
[Header("Main Settings")]
[Space(5)]
public Transform squadMemeberPrefab;
[Range(4, 100)]
public int numberOfSquadMembers = 20;
[Range(1, 20)]
public int numberOfSquads = 1;
[Range(0, 4)]
public int columns = 4;
public int gaps = 10;
public int circleRadius = 10;
public float yOffset = 0;
[Range(3, 50)]
public float moveSpeed = 3;
[Range(3, 50)]
public float rotateSpeed = 1;
public float threshold = 0.1f;
public bool randomSpeed = false;
[Range(1, 100)]
public int randSpeedMin = 1;
[Range(1, 100)]
public int randSpeedMax = 1;
public bool startRandomFormation = false;
public string currentFormation;
private Formation formation;
private List<Quaternion> quaternions = new List<Quaternion>();
private List<Vector3> newpositions = new List<Vector3>();
private bool move = false;
private bool squareFormation = false;
private List<GameObject> squadMembers = new List<GameObject>();
private float[] step;
private int[] randomSpeeds;
private int index = 0;
private int numofobjects = 0;
// Use this for initialization
void Start()
{
numofobjects = numberOfSquadMembers;
if (startRandomFormation)
{
formation = (Formation)UnityEngine.Random.Range(0, Enum.GetNames(typeof(Formation)).Length);
}
else
{
formation = Formation.Square;
}
currentFormation = formation.ToString();
ChangeFormation();
foreach (Transform child in gameObject.transform)
{
if (child.tag == "Squad Member")
squadMembers.Add(child.gameObject);
}
randomSpeeds = RandomNumbers(randSpeedMin, randSpeedMax, squadMembers.Count);
step = new float[squadMembers.Count];
}
// Update is called once per frame
void Update()
{
if (numofobjects != numberOfSquadMembers)
{
numofobjects = 0;
numofobjects = numberOfSquadMembers;
squadMembers = new List<GameObject>();
FormationSquare();
}
if (Input.GetKeyDown(KeyCode.F))
{
randomSpeeds = RandomNumbers(randSpeedMin, randSpeedMax, squadMembers.Count);
foreach (int speedV in randomSpeeds)
{
if (index == randomSpeeds.Length)
index = 0;
step[index] = speedV * Time.deltaTime;
index++;
}
ChangeFormation();
}
if (move == true)
{
MoveToNextFormation();
}
}
private void ChangeFormation()
{
switch (formation)
{
case Formation.Square:
FormationSquare();
break;
case Formation.Circle:
FormationCircle();
break;
}
}
private Vector3 FormationSquarePositionCalculation(int index) // call this func for all your objects
{
float posX = (index % columns) * gaps;
float posY = (index / columns) * gaps;
return new Vector3(posX, posY);
}
private void FormationSquare()
{
newpositions = new List<Vector3>();
quaternions = new List<Quaternion>();
Transform go = squadMemeberPrefab;
for (int i = 0; i < numofobjects; i++)
{
if (squadMembers.Count == 0)
go = Instantiate(squadMemeberPrefab);
Vector3 pos = FormationSquarePositionCalculation(i);
go.position = new Vector3(transform.position.x + pos.x, 0, transform.position.y + pos.y);
go.Rotate(new Vector3(0, -90, 0));
go.tag = "Squad Member";
go.transform.parent = gameObject.transform;
newpositions.Add(go.transform.position);
}
move = true;
squareFormation = true;
formation = Formation.Circle;
}
private Vector3 FormationCirclePositionCalculation(Vector3 center, float radius, int index, float angleIncrement)
{
float ang = index * angleIncrement;
Vector3 pos;
pos.x = center.x + radius * Mathf.Sin(ang * Mathf.Deg2Rad);
pos.z = center.z + radius * Mathf.Cos(ang * Mathf.Deg2Rad);
pos.y = center.y;
return pos;
}
private void FormationCircle()
{
newpositions = new List<Vector3>();
quaternions = new List<Quaternion>();
Vector3 center = transform.position;
float radius = (float)circleRadius / 2;
float angleIncrement = 360 / (float)numberOfSquadMembers;
for (int i = 0; i < numberOfSquadMembers; i++)
{
Vector3 pos = FormationCirclePositionCalculation(center, radius, i, angleIncrement);
var rot = Quaternion.LookRotation(center - pos);
pos.y = Terrain.activeTerrain.SampleHeight(pos);
pos.y = pos.y + yOffset;
newpositions.Add(pos);
quaternions.Add(rot);
}
move = true;
squareFormation = false;
formation = Formation.Square;
}
private void MoveToNextFormation()
{
if (randomSpeed == false)
{
if (step.Length > 0)
step[0] = moveSpeed * Time.deltaTime;
}
for (int i = 0; i < squadMembers.Count; i++)
{
squadMembers[i].transform.LookAt(newpositions[i]);
if (randomSpeed == true)
{
squadMembers[i].transform.position =
Vector3.MoveTowards(squadMembers[i].transform.position, newpositions[i], step[i]);
}
else
{
squadMembers[i].transform.position =
Vector3.MoveTowards(squadMembers[i].transform.position, newpositions[i], step[0]);
}
if (Vector3.Distance(squadMembers[i].transform.position, newpositions[i]) < threshold)
{
if (squareFormation == true)
{
Vector3 degrees = new Vector3(0, 0, 0);
Quaternion quaternion = Quaternion.Euler(degrees);
squadMembers[i].transform.rotation = Quaternion.Slerp(squadMembers[i].transform.rotation, quaternion, rotateSpeed * Time.deltaTime);
}
else
{
squadMembers[i].transform.rotation = Quaternion.Slerp(squadMembers[i].transform.rotation, quaternions[i], rotateSpeed * Time.deltaTime);
}
}
}
}
private static int[] RandomNumbers(int min, int max, int howMany)
{
int[] myNumbers = new int[howMany];
for (int i = 0; i < howMany; i++)
{
myNumbers[i] = UnityEngine.Random.Range(min, max);
}
return myNumbers;
}
}
In the constructor I'm searching for childs with the tag Squad Member.
But the List squadMembers will be empty since the script is attached to a new empty GameObject without any childs.
Then also the variable step will be empty.
Then inside the method MoveToNextFormation I'm checking if step is empty or not:
if (step.Length > 0)
step[0] = moveSpeed * Time.deltaTime;
If not checking the it will throw exception since there is nothing at index 0 it's null. But then if step is empty there will be no speed/s at all for the objects movements.
That's one problem.
I'm not sure even why in the constructor I did the part with the children and the "Squad Member" tag. I'm not creating yet any children with this tag so I'm confused about what I tried to do in the constructor.
The second problem is in this lines in the FormationSquare method:
if (squadMembers.Count == 0)
go = Instantiate(squadMemeberPrefab);
But if squadMembers is empty then it will throw exception somewhere else in other places in the code. And I'm creating new objects inside the FormationSquare method that's since I'm starting by default with the FormationSquare but what if I want to start by default with the FormationCircle method ?
The idea is to start with minimum (1) number of squads and with minimum (4) number of members in the squad when starting the program. Or to start with any range between min and max. But it's all messed up.
In your case, I would separate the squad member prefab instantiation from the squad shape formatting, doing this will help you identify your bug.
For example add the following methods and use them during 'Start':
void AddSquadMember()
{
// Use this to instantiate/spawn a new game object prefab.
}
void AddSquadMember(GameObject object)
{
// Use this for game object already in the scene. (.eg the children with your tag)
}
Then on the formation methods remove the intantiate calls and just use whatever game object you have in the list.
Finally, I would toss the 'numofobjects' variable. Then use 'squadMembers.Count' instead of both 'numofobjects' and 'numberOfSquadMembers' assuming that during 'Start' you have taken care of instantiating all game objects in order to 'numberOfSquadMembers == squadMembers.Count'. That is because you might need to raise the squad with a few more members during gameplay.
private void MoveToNewFormation()
{
squadMembers = GameObject.FindGameObjectsWithTag("Squad Member");
float step = speed * Time.deltaTime;
for (int i = 0; i < squadMembers.Length; i++)
{
squadMembers[i].transform.LookAt(newpos[i]);
squadMembers[i].transform.position = Vector3.MoveTowards(squadMembers[i].transform.position, newpos[i], step);
//squadMembers[i].transform.rotation = qua[i];
}
}
And calling it in the Update:
void Update()
{
if (Input.GetKeyDown(KeyCode.F))
{
ChangeFormation();
}
if (move == true)
MoveToNewFormation();
}
Once when one of the squadMembers reached to the newpos then i want to make
squadMembers[i].transform.rotation = qua[i];
qua is a List and i want to rotate the squad member once he reached the newpos.
Inside MoveToNewFormation i thought to add after the loop the line:
if (squadMembers[i].transform.position == newpos[i])
{
squadMembers[i].transform.rotation = qua[i];
}
But it's after the loop so 'i' not exist.
This is the complete script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SquadFormation : MonoBehaviour
{
enum Formation
{
Square, Circle, Triangle
}
public Transform squadMemeber;
public int columns = 4;
public int squareSpace = 10;
public int circleSpace = 40;
public int numberOfObjects = 20;
public float yOffset = 0;
public float speed = 3;
private Formation formation;
private GameObject[] squadMembers;
private List<Quaternion> qua = new List<Quaternion>();
private List<Vector3> newpos = new List<Vector3>();
private bool move = false;
// Use this for initialization
void Start()
{
formation = Formation.Square;
ChangeFormation();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.F))
{
ChangeFormation();
}
if (move == true)
MoveToNewFormation();
}
private void ChangeFormation()
{
switch (formation)
{
case Formation.Square:
FormationSquare();
break;
case Formation.Circle:
FormationCircle();
break;
}
}
private Vector3 FormationSquarePositionCalculation(int index) // call this func for all your objects
{
float posX = (index % columns) * squareSpace;
float posY = (index / columns) * squareSpace;
return new Vector3(posX, posY);
}
private void FormationSquare()
{
for (int i = 0; i < numberOfObjects; i++)
{
Transform go = Instantiate(squadMemeber);
Vector3 pos = FormationSquarePositionCalculation(i);
go.position = new Vector3(transform.position.x + pos.x, 0, transform.position.y + pos.y);
go.Rotate(new Vector3(0, -90, 0));
go.tag = "Squad Member";
}
formation = Formation.Circle;
}
private Vector3 FormationCirclePositionCalculation(Vector3 center, float radius, int index, float angleIncrement)
{
float ang = index * angleIncrement;
Vector3 pos;
pos.x = center.x + radius * Mathf.Sin(ang * Mathf.Deg2Rad);
pos.z = center.z + radius * Mathf.Cos(ang * Mathf.Deg2Rad);
pos.y = center.y;
return pos;
}
private void FormationCircle()
{
Vector3 center = transform.position;
float radius = (float)circleSpace / 2;
float angleIncrement = 360 / (float)numberOfObjects;
for (int i = 0; i < numberOfObjects; i++)
{
Vector3 pos = FormationCirclePositionCalculation(center, radius, i, angleIncrement);
var rot = Quaternion.LookRotation(center - pos);
pos.y = Terrain.activeTerrain.SampleHeight(pos);
pos.y = pos.y + yOffset;
newpos.Add(pos);
qua.Add(rot);
}
move = true;
formation = Formation.Square;
}
private void MoveToNewFormation()
{
squadMembers = GameObject.FindGameObjectsWithTag("Squad Member");
float step = speed * Time.deltaTime;
for (int i = 0; i < squadMembers.Length; i++)
{
squadMembers[i].transform.LookAt(newpos[i]);
squadMembers[i].transform.position = Vector3.MoveTowards(squadMembers[i].transform.position, newpos[i], step);
//squadMembers[i].transform.rotation = qua[i];
}
//if (squadMembers[i].transform.position == newpos[i])
}
}
You can use a threshold and check the distance using that threshold.
Define threshold like this at start of script.
public float threshold = 0.1f;
Then change the MoveToNewFormation() function like this:
private void MoveToNewFormation()
{
squadMembers = GameObject.FindGameObjectsWithTag("Squad Member");
float step = speed * Time.deltaTime;
for (int i = 0; i < squadMembers.Length; i++)
{
squadMembers[i].transform.LookAt(newpos[i]);
squadMembers[i].transform.position =
Vector3.MoveTowards(squadMembers[i].transform.position, newpos[i], step);
if(Vector3.Distance(squadMembers[i].transform.position,newpos[i])<threshold){
squadMembers[i].transform.rotation = qua[i];
}
}
//if (squadMembers[i].transform.position == newpos[i])
}