summaryrefslogtreecommitdiff
path: root/SurvivalTest/Assets/Scripts/Test/TestSpaceBeam.cs
blob: b8ce07b5b1ad7814b6c310d78f65dea5748712fd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/// <summary>
/// Ì«¿ÕÉäÏß
/// </summary>
public class TestSpaceBeam : MonoBehaviour
{
	[SerializeField] private GameObject m_Beam;

	TopDownTransform m_Coord; 

	List<GameObject> m_Beams = new List<GameObject>();

	float m_RotateSpeed = 5f;

	float m_Radius = 1f;

	int count = 8;

	float m_CurrentAngle = 0;

	private void Awake()
	{
		m_Coord = GetComponent<TopDownTransform>();
	}

	public void Set(Vector3 posTDS)
	{
		m_Coord.position = posTDS;

		Vector3 groundPos = m_Coord.positionOnGround;

		for(int i = 0; i < count; ++i)
		{
			float angle = Mathf.PI * 2f / (float)count * i;
			Vector3 pos = /*groundPos +*/ new Vector3(m_Radius * Mathf.Cos(angle), m_Radius * Mathf.Sin(angle), 0f);
			GameObject beam = Instantiate<GameObject>(m_Beam, this.transform);
			beam.GetComponent<TopDownTransform>().localPosition = pos;
			beam.SetActive(true);
			m_Beams.Add(beam);
		}
	}

    void Update()
    {
		m_CurrentAngle += m_RotateSpeed * Time.deltaTime;

		RotateBeams(m_CurrentAngle);
	}

	/// <summary>
	/// Ðýת
	/// </summary>
	/// <param name="angle">»¡¶È</param>
	void RotateBeams(float angle)
	{
		Vector3 groundPos = m_Coord.positionOnGround;

		for (int i = 0; i < m_Beams.Count; ++i)
		{
			float rad = angle + Mathf.PI * 2f / (float)count * i;
			Vector3 pos = /*groundPos + */new Vector3(m_Radius * Mathf.Cos(rad), m_Radius * Mathf.Sin(rad), 0f);
			m_Beams[i].GetComponent<TopDownTransform>().localPosition = pos;
		}

	}

}