mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-26 07:18:00 +01:00
117 lines
3.2 KiB
C#
117 lines
3.2 KiB
C#
|
/*******************************************************************************************
|
|||
|
* Author: Lane Gresham, AKA LaneMax
|
|||
|
* Websites: http://resurgamstudios.com
|
|||
|
* Description: Used for a CGF data structer.
|
|||
|
*******************************************************************************************/
|
|||
|
using System;
|
|||
|
using System.Collections;
|
|||
|
using System.Collections.Generic;
|
|||
|
using UnityEngine;
|
|||
|
|
|||
|
namespace CircularGravityForce
|
|||
|
{
|
|||
|
public class CGFCollection
|
|||
|
{
|
|||
|
public class EffectedObject
|
|||
|
{
|
|||
|
private Rigidbody rigidbody;
|
|||
|
public Rigidbody _rigidbody
|
|||
|
{
|
|||
|
get { return rigidbody; }
|
|||
|
set { rigidbody = value; }
|
|||
|
}
|
|||
|
|
|||
|
private object objectHistory;
|
|||
|
public object ObjectHistory
|
|||
|
{
|
|||
|
get { return objectHistory; }
|
|||
|
set { objectHistory = value; }
|
|||
|
}
|
|||
|
|
|||
|
private float gameTime;
|
|||
|
public float GameTime
|
|||
|
{
|
|||
|
get { return gameTime; }
|
|||
|
set { gameTime = value; }
|
|||
|
}
|
|||
|
|
|||
|
private float timeEffected;
|
|||
|
public float TimeEffected
|
|||
|
{
|
|||
|
get { return timeEffected; }
|
|||
|
set { timeEffected = value; }
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private List<EffectedObject> effectedObjects;
|
|||
|
public List<EffectedObject> EffectedObjects
|
|||
|
{
|
|||
|
get { return effectedObjects; }
|
|||
|
set { effectedObjects = value; }
|
|||
|
}
|
|||
|
|
|||
|
public CGFCollection()
|
|||
|
{
|
|||
|
EffectedObjects = new List<EffectedObject>();
|
|||
|
}
|
|||
|
|
|||
|
public void Add(Rigidbody rigid, float gameTime, float timeEffected)
|
|||
|
{
|
|||
|
bool foundFlag = false;
|
|||
|
for (int i = 0; i < EffectedObjects.Count; i++)
|
|||
|
{
|
|||
|
if (EffectedObjects[i]._rigidbody == rigid)
|
|||
|
{
|
|||
|
EffectedObjects[i].GameTime = gameTime;
|
|||
|
EffectedObjects[i].TimeEffected = timeEffected;
|
|||
|
|
|||
|
foundFlag = true;
|
|||
|
|
|||
|
break;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if (!foundFlag)
|
|||
|
{
|
|||
|
var item = new EffectedObject();
|
|||
|
item._rigidbody = rigid;
|
|||
|
|
|||
|
item.GameTime = gameTime;
|
|||
|
item.TimeEffected = timeEffected;
|
|||
|
SetEffectedObjectHistory(rigid, item);
|
|||
|
EffectedObjects.Add(item);
|
|||
|
}
|
|||
|
|
|||
|
UpdateEffectedObject(rigid);
|
|||
|
}
|
|||
|
|
|||
|
public void Sync()
|
|||
|
{
|
|||
|
if (EffectedObjects.Count > 0)
|
|||
|
{
|
|||
|
for (int i = 0; i < EffectedObjects.Count; i++)
|
|||
|
{
|
|||
|
if ((Time.time - EffectedObjects[i].GameTime) > EffectedObjects[i].TimeEffected)
|
|||
|
{
|
|||
|
ResetEffectedObject(EffectedObjects[i]);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public virtual void SetEffectedObjectHistory(Rigidbody rigid, EffectedObject effectedObject)
|
|||
|
{
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
public virtual void UpdateEffectedObject(Rigidbody rigid)
|
|||
|
{
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
public virtual void ResetEffectedObject(EffectedObject effectedObject)
|
|||
|
{
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
}
|