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https://github.com/FriendshipIsEpic/FiE-Game.git
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117 lines
3.2 KiB
C#
117 lines
3.2 KiB
C#
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/*******************************************************************************************
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* Author: Lane Gresham, AKA LaneMax
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* Websites: http://resurgamstudios.com
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* Description: Used for a CGF data structer.
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*******************************************************************************************/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace CircularGravityForce
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{
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public class CGFCollection
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{
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public class EffectedObject
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{
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private Rigidbody rigidbody;
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public Rigidbody _rigidbody
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{
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get { return rigidbody; }
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set { rigidbody = value; }
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}
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private object objectHistory;
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public object ObjectHistory
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{
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get { return objectHistory; }
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set { objectHistory = value; }
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}
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private float gameTime;
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public float GameTime
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{
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get { return gameTime; }
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set { gameTime = value; }
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}
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private float timeEffected;
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public float TimeEffected
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{
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get { return timeEffected; }
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set { timeEffected = value; }
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}
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}
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private List<EffectedObject> effectedObjects;
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public List<EffectedObject> EffectedObjects
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{
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get { return effectedObjects; }
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set { effectedObjects = value; }
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}
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public CGFCollection()
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{
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EffectedObjects = new List<EffectedObject>();
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}
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public void Add(Rigidbody rigid, float gameTime, float timeEffected)
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{
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bool foundFlag = false;
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for (int i = 0; i < EffectedObjects.Count; i++)
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{
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if (EffectedObjects[i]._rigidbody == rigid)
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{
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EffectedObjects[i].GameTime = gameTime;
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EffectedObjects[i].TimeEffected = timeEffected;
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foundFlag = true;
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break;
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}
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}
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if (!foundFlag)
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{
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var item = new EffectedObject();
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item._rigidbody = rigid;
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item.GameTime = gameTime;
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item.TimeEffected = timeEffected;
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SetEffectedObjectHistory(rigid, item);
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EffectedObjects.Add(item);
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}
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UpdateEffectedObject(rigid);
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}
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public void Sync()
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{
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if (EffectedObjects.Count > 0)
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{
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for (int i = 0; i < EffectedObjects.Count; i++)
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{
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if ((Time.time - EffectedObjects[i].GameTime) > EffectedObjects[i].TimeEffected)
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{
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ResetEffectedObject(EffectedObjects[i]);
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}
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}
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}
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}
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public virtual void SetEffectedObjectHistory(Rigidbody rigid, EffectedObject effectedObject)
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{
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}
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public virtual void UpdateEffectedObject(Rigidbody rigid)
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{
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}
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public virtual void ResetEffectedObject(EffectedObject effectedObject)
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{
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}
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}
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}
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