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path: root/SurvivalTest/Assets/Scripts/Test/TestGrenade.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TestPseudoVec3
{
	public float x;
	public float y;
	public float h;
	public TestPseudoVec3(float x, float y, float h)
	{
		this.x = x;
		this.y = y;
		this.h = h;
	}
}

public class TestGrenade : MonoBehaviour
{
	public bool useGravity;

	public float gravity = -9.8f;

	public TestPseudoVec3 velocity;
	public TestPseudoVec3 pseudoPos;

	public Transform shadow;

	private bool m_IsGround
	{
		get
		{
			return pseudoPos.h <= 0;
		}
	}

	// Start is called before the first frame update
	void Start()
	{
		//Invoke("Dead", 3);
	}

	void Dead()
	{
		if (this.gameObject)
		{
			GameObject.Destroy(this.gameObject);
		}
	}

	// Update is called once per frame
	void Update()
	{
		if(useGravity && !m_IsGround)
		{
			velocity.h += gravity * Time.deltaTime;
		}

		pseudoPos.x += velocity.x * Time.deltaTime;
		pseudoPos.y += velocity.y * Time.deltaTime;
		pseudoPos.h += velocity.h * Time.deltaTime;

		if(m_IsGround)
		{
			velocity.h = -velocity.h;
			pseudoPos.h = 0;
		}

		Vector3 position = transform.position;

		position.x = pseudoPos.x;
		position.y = pseudoPos.y + pseudoPos.h;

		transform.position = position;

		if (shadow)
		{
			// shadow position
			shadow.rotation = Quaternion.identity;
			Vector3 shadowPos = Vector3.zero;
			shadowPos.x = pseudoPos.x;
			shadowPos.y = pseudoPos.y;
			shadowPos.z = 0;
			shadow.position = shadowPos;
		}
	}

	private void OnTriggerEnter2D(Collider2D collision)
	{
		//GameObject go = collision.gameObject;

		//if (!go.CompareTag("enemy"))
		//{
		//	return;
		//}

		//GameObject.Destroy(collision.gameObject);

		////this.gameObject.SetActive(false);

		//if (this.gameObject)
		//{
		//	GameObject.Destroy(this.gameObject);
		//}
	}

}